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REGULAR KILLSQUAD

Mar 25th, 2025 (edited)
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  1. FRANK SMITH [SPECIAL]
  2. COST: $275
  3. RAPPORT: 3/8 (He holds everyone with contempt at first. He doesn't hate you as much, though!)
  4. FLESH: 8/10 (+2 from ETF UNIFORM)
  5. RESTRAINT: 8/10 (+2 from ETF UNIFORM, +1 from NAOMI)
  6. VIOLENCE: 9 (+1 from NAOMI)
  7. TALENT: 8 (+1 from NAOMI)
  8. WILLPOWER: 8 (+1 from NAOMI)
  9. CHARM: 1
  10. CONNECTIONS: 5
  11. COGNIZANCE: 7
  12.  
  13. STATUS EFFECT: Q-CORP CIGARETTE (The next three dice he roll are d9s.)
  14.  
  15. BOONS
  16. [ETF TRAINING] Agents are trained to deal with everything thrown their way. Everything. In addition to having FAR higher than average stats for the normal person, he innately rolls d7s when attacking in combat or rolling by himself and he takes -2 RESTRAINT damage from all sources.
  17.  
  18. [ETF RESOURCES] ETFs are sponsored and funded by P-Corp and given they're backed by an Alphabet Company, they have a lot to their names. Frank automatically starts with very good weapons, armors, and other unique supplies and will get fresh supplies in between missions. He may also call in for more resources once per mission.
  19.  
  20. BANE
  21. [EVERYTHING'S A NAIL] He's an asshole. Simple as. He basically doesn't get along with anyone besides himself and he doesn't hide his all consuming contempt. Expect him to get into a LOT of arguments with you and your allies or to otherwise land your group in hot water. You may have to fight with him to listen to some of your orders.
  22.  
  23. ARMOR:
  24. IMPROVED ETF UNIFORM (ARMOR. A full tactical uniform with an ammo vest, bullet resistant fabric over every inch, etc etc. +2 MAX FLESH AND RESTRAINT, reduces RESTRAINT and FLESH damage taken by 2.)
  25. STANDARD ISSUE ETF SHOTGUN (ATTACK ROLL: VIOLENCE+TALENT+3. Deals extra FLESH damage due to being a shotgun. Only uses 1 SLUG per attack compared to your double barrels. Has a high chance of stunning enemies on hit!)
  26. STANDARD ISSUE ETF SIDEARM (ATTACK ROLL: TALENT+3. Consumes PISTOL AMMO. Has a small chance to deal extra FLESH damage against an enemy. STANDARD ETF SIDEARM now rolls 2.5 successes on 6 and 7s!)
  27. STANDARD ISSUE ETF KNIFE (ATTACK ROLL: VIOLENCE+4. Useful if he runs out of ammo, always inflicts a random CRIPPLING INJURY on hit!)
  28.  
  29. CONSUMABLES:
  30. GAUZE ROLLS x2 (Can be used to heal 1 FLESH or to temporarily negate a CRIPPLING INJURY)
  31. TRAUMA KIT (Has 5 charges. Heals 1 FLESH with 1 charge. Heals a crippling injury with 2 charges. Can heal an ally back to full when they hit CRITICAL STATE with 3 charges.)
  32. SEDATIVE INJECTOR x2 (A small injector filled with a pale blue liquid. Heals 2 RESTRAINT on use and automatically unpanics allies.)
  33.  
  34. AMMO:
  35. EXPLOSIVE SHOTGUN SLUG AND PISTOL AMMO x24 (Adds 2d10 to an attack roll. Does extra splash damage to enemies)
  36. PISTOL AMMO x86 (He brought all of this from home.)
  37. SHOTGUN SLUG x96 (He brought all of this from home.)
  38.  
  39. --------------------------------------------------------------------------------------
  40.  
  41. CLOVER GUAN [SPECIAL]
  42. COST: NR (Not relevant anymore.)
  43. RAPPORT: 6.5/10 (He trusts your judgement, even when the situation gets dire and morals begin to strain.)
  44. FLESH: 4/5
  45. RESTRAINT: 8/8 (+1 from NAOMI)
  46. VIOLENCE: 5 (+1 from NAOMI)
  47. TALENT: 10 (+1 from NAOMI)
  48. WILLPOWER: 6 (+1 from NAOMI)
  49. CHARM: 6
  50. CONNECTIONS: 4
  51. COGNIZANCE: 4
  52.  
  53. PARADIGM GIFT: SUGAR CRASH [-3 to FLESH DCs, -2 to VIOLENCE DCs.]
  54. IMPLANT: RECONSTRUCTOR IMPLANT. (A messy bioaugmenting implant that faintly reeks of death. Has four max charges. Currently has four right now. regains two per mission. One charge can heal 2 FLESH or give +2d4 to a TALENT/VIOLENCE roll. Two charges can heal a CRIPPLING INJURY or partially regrow a limb.)
  55.  
  56. BOONS
  57. [DEADEYE SHOT] He doesn't miss. Clover's skill with his handgun allows him to use various gun tricks to unlock doors quicker or to disarm enemies. In addition, whenever Clover rolls a natural 6 on a Firearm or TALENT roll, he may roll an additional dice (which can trigger the BOON again.)
  58.  
  59. [SEEKER OF JUSTICE] Clover refuses to back down until the job is finished, he must protect those around him. Twice per mission, Clover may fully heal his RESTRAINT and gain +1 max RESTRAINT until mission end. He may also heal 1 RESTRAINT to all allies twice per mission. One use left.
  60.  
  61. [GUNSLINGER'S GRIT] Clover's DEADEYE SHOT now triggers on 5s alongside 6s. Good things also just seem to happen to Clover and the rest of your party.
  62.  
  63. [DRAW AT HIGH NOON] Due to his exposure to anomalous byproducts and use of the WATERLOGGED POCKETWATCH during the P-Corp Facility mission, Clover can now force time to a halt for a brief moment. Once per mission, Clover may spend 2 FLESH to stop time for 3 seconds, allowing him to do things otherwise impossible.
  64.  
  65. [COWBOY ADVISOR] Twice per mission, Clover may add +2d8 to any TALENT or RANGED ATTACK roll an ally makes. Allies will also passively get better at using firearms during a mission.
  66.  
  67. BANES
  68. [DOGMATIC MINDSET] Clover has a very simple view of the world, in no small part that he wants his simple worldview to become reality. While this is admirable in some situations, Clover is VERY stubborn and will be VERY vocal when any moral questions pop up.
  69.  
  70. WEAPONS:
  71. WILD REVOLVER (You're pretty sure that's a modified kid's toy. ATTACK ROLL: TALENT*2. Only usable by Clover.)
  72. POCKET KNIFE (+1 VIOLENCE WHEN ATTACKING)
  73.  
  74. ARMOR:
  75. THICK PONCHO (Has a small chance of blocking melee attacks and a high chance of blocking ranged attacks.)
  76. CHECKERED SCARF (ACCESSORY. Has a small chance of reducing RESTRAINT damage taken by 1.)
  77. 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.)
  78. LIGHTWEIGHT HELMET + SHOULDERPADS (Once per mission, blocks 1 FLESH damage from a ranged attack. Doesn't take up a slot.)
  79.  
  80. EQUIPMENT:
  81. GAS MASK (Does what a gas mask does. Three filters left.)
  82. EARPIECE (Allows your whole party to communicate with each other even if you split up.)
  83. NIGHTMARE VISION GOOGLES (Everything looks the same. Allows the user to see invisible targets, see in the dark, and halves any obscuration-based penalty they face)
  84.  
  85. CONSUMABLES
  86. SYNDICAKE (CONSUMABLE. A box of drug-fueled snack cakes. Highly illegal in X, J, and R-Corp. In high demand with all other districts. When consumed, allows the user to reroll two dice they roll. Dice rerolled through this item are d8s.)
  87. DAMDAM PILL (You're starting to notice a pattern with these pill names. When consumed, adds a temporary 6d6 surplus to the user. The user automatically removes 2d6 from the surplus to add 2d6 to any TALENT, COGNIZANCE, or CHARM roll they make.)
  88. O-CORP BRANDED INSTANT COFFEE (Boosts the user's TALENT by 2 and grants them a 20% dodge rate to all attacks for a short duration.)
  89. WHITE POWDER (Boost VIOLENCE and TALENT by 2 for a short duration and heals 1 RESTRAINT, deals 1 FLESH damage on use.)
  90. HOLY OIL (A bright white fluid blessed by five N-Corp Cardinals. When applied to a weapon or piece of ammo, the next attack made inflicts ESOTERIC DAMAGE. ESOTERIC DAMAGE bypasses most forms of protection and deals hard to heal STAT damage to a target.)
  91. ENCHANCED GAUZE ROLL (Can heal 2 FLESH, heal a CRIPPLING INJURY, or to heal two CRIPPLING INJURIES if used with UVX.)
  92. 2 SINSU V1 PILLS (Heals 1 FLESH)
  93.  
  94. AMMO:
  95. SILVER AMMO x5 (Can be used in any gun, heals 1 FLESH or RESTRAINT when fired)
  96. 5 ANTI-ANOMALY ROUNDS (Can be used as PISTOL or REVOLVER ammo. When hitting an anomaly or a person with anomalous abilities with one, the target takes 2 extra FLESH and RESTRAINT damage.)
  97. REVOLVER BULLET x13
  98. HOLLOWPOINT REVOLVER BULLET x1 (Allows the user to reroll four of their dice when fired. Offers no other benefit.)
  99. CRYSTAL REVOLVER ROUNDS x6 (Attacks made with this ammo have a high chance of inflicting CRIPPLING INJURIES due to sharp jagged hunks of rock exploding inside of the target's body.)
  100. HEAVY REVOLVER BULLET 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.)
  101. EXPLOSIVE REVOLVER BULLET x3 (When attacking, you roll an additional +2d10 (9-10 = 3 successes) and you deal extra splash damage to two random enemies.)
  102. BREAKER BULLET x4 (I-Corp's specialty ammo, mostly used by the Maus family. Can be used to fire a conceptual 'breaking' effect, adding +1d20 to any check the user desires. Can also be used as regular bullets.)
  103.  
  104. ----------------------------------------------------
  105.  
  106. WENDY WALKER [???]
  107. PRICE: NR (Not relevant.)
  108. RAPPORT: 8/8 ("My better half.")
  109. FLESH: 5/5 (+2 from HIGH QUALITY BODY ARMOR)
  110. RESTRAINT: 6/7 (+1 from NAOMI)
  111. VIOLENCE: 6 (+1 from HIGH QUALITY BODY ARMOR, +1 from NAOMI)
  112. TALENT: 6 (+1 from NAOMI)
  113. WILLPOWER: 7 (+1 from NAOMI)
  114. CHARM: 2
  115. CONNECTIONS: 6
  116. COGNIZANCE: 5
  117.  
  118. SURPLUS DICE: 4d8 (adds 2d8 to the next two rolls she makes)
  119.  
  120. IMPLANT: REPROGRAMMED 面纱 IMPLANT (Has a moderate resistance to all forms of anomalous phenomena. Whenever an anomaly does something that needs a RESTRAINT, WILLPOWER, FLESH or COGNIZANCE check to resist, she adds 2d6+2 to her roll to resist it.)
  121.  
  122. BOONS
  123. [CORPORATE NIGHTMARE] People don't mess with her. Simple as is. When interacting with those of a lower social standing (i.e not a Company CEO), she may add her VIOLENCE to her CHARM or CONNECTION rolls for free. She also passively reduces the DC of most intimidation and CONNECTIONS checks on her own.
  124.  
  125. [SYNCHONIZED MINDSETS] Both of you think in the same way and often have the same thoughts, whether you like it or not. Wendy will immediately act in your best interest without you having to say anything and you can trust her into obeying most orders you give her.
  126.  
  127. [SHARED SOULS] Wendy can access VERY cheap and shitty knockoffs of your anomalous powers for her own use. She doesn't seem to have any cognitive dissonance over this.
  128. POWER LIST:
  129. NOVICE TELEKINESIS (She can carry and move very light weight objects for free and for 2 RESTRAINT, she can throw an item at someone to add WILLPOWER to her attack roll. She'll unlock more abilities with practice.)
  130. NOVICE FLESH WEAVERY (She passively heals her FLESH when she's at half FLESH! For 2 FLESH or RESTRAINT, she may choose one damage type to take 2 less damage from. She chose BULLETS.)
  131.  
  132. NEUTRAL TRAIT
  133. [HUNTER OF THE CITY] She hates Anomalies and will do anything in her power to kill them. Wendy gains +2 to all stats but CHARM and CONNECTIONS when interacting with anything anomalous but the moment she senses someone or something anomalous, she'll try to break it ASAP. Useful if you want something dead but may make certain negotiations far harder.
  134.  
  135. BANE
  136. [UNSTABLE] She is just like you. A broken mind ready to act out. As her RESTRAINT lowers, she will begin to act out more and more, harming herself and the people around her. Good luck handling her.
  137.  
  138. CONSUMABLE
  139. A-Energy Siphon x3 (While active, all nearby anomalies, anomalous humans, and PARADIGMs aside from your own will have their abilities hampered when they enter this device's area of effect.)
  140. Moonstone (A W-Corp product that automatically triggers when you would use RESTRAINT for an ability or take RESTRAINT damage. Can block 3 damage.)
  141. "GEWALT" BLOOD REPLACEMENT VIAL (A bright crimson vial that reeks of rot. When consumed, boosts VIOLENCE and FLESH by 2 for a short duration. When consumed by a SILVER IMPLANT user, the duration is extended and TALENT is also boosted by 2.)
  142. "RICRESCERE" BLOOD REPLACEMENT VIAL x2 (A bright green vial that glows in the dark. When consumed, immediately heals two CRIPPLING INJURIES and 2 FLESH. When used on a SILVER IMPLANT user, enables the ability to regenerate lost limbs as well.)
  143. Raw Novastone Chunk x2 (A bright white gemstone that is waiting to blossom into a bright new star. Very Volatile. When used, it explodes with a bright white flash, adding +6d4 to your next attack and reducing the dice of all enemies by 2.)
  144. HÄLSA' BLOOD REPLACEMENT VIAL (A bright blue vial that glows in the dark. Enables powerful but short-lived FLESH + RESTRAINT regeneration. When used on a EVIGT IMPLANT user, the duration is extended greatly.)
  145. 2 SINSU V1 PILLS (Heals 2 FLESH)
  146.  
  147. EQUIPMENT:
  148. IMPROVED GAS MASK (+1 VIOLENCE WHEN SHE WEARS IT. THREE FILTERS LEFT.)
  149. REINFORCED OIL LANTERN! (Has enough fuel for eight charges. Passively lights up the environment around you. Incredibly durable from all forms of damage. When thrown at an enemy, deal scaling fire damage equal to the amount of charges left.)
  150.  
  151. ARMOR:
  152. HIGH QUALITY BODY ARMOR (+2 MAX FLESH, +1 VIOLENCE.)
  153. RIOT SHIELD (+2d6 to melee attack rolls. Can be used with one handed guns or light melee weapons. Blocks weak melee attacks outright. Blocks up to one more FLESH damage from melee attacks before needing repairs.)
  154. LIGHTWEIGHT HELMET + SHOULDERPADS (Once per mission, blocks 1 FLESH damage from a ranged attack. Doesn't take up a slot.)
  155.  
  156. WEAPON:
  157. HANDCANNON (A W-Corp staple. Uses REVOLVER AMMO. ATTACK ROLL: VIOLENCE+TALENT+4, bypasses most forms of physical protection and deals CRIPPLING INJURIES. However, each attack made with it will add increasing stat penalties to WENDY due to the sheer recoil.)
  158. P-CORP AGENT BATON (An old tool meant for dealing with abnormalities. ATTACK ROLL: FLESH+VIOLENCE. When attacking an anomaly, roll +2d10 extra. Has a small chance to debuff an enemy's dice by 1 for the rest of combat.)
  159. FLAMETHROWER (ATTACK ROLL: COGNIZANCE+VIOLENCE+3. Deals high levels of FIRE DAMAGE and causes lingering fire damage. Quickly melts through anything. Has enough fuel for 2 uses.)
  160. LUGER PISTOL NEO! (HISTORIC WEAPON. ATTACK ROLL: TALENT+RESTRAINT. Rolls d7s now. No other powers, it's just a really good gun. Uses PISTOL AMMO.)
  161.  
  162. AMMO:
  163. 8 REVOLVER BULLETS
  164. 2 HEAVY REVOLVER BULLETS (Always inflicts crippling injuries, does 2 extra flesh damage, has a chance to stun)
  165. 16 PISTOL AMMO
  166. 5 SILVER AMMO (heals 1 FLESH or RESTRAINT, whichever is lower)
  167. 6 ANTI-ABNO ROUNDS (Deals 2 extra FLESH + RESTRAINT damage to abnos. Works on pistols and revolvers.)
  168. CRYO AMMO REVOLVER SPEEDLOADER (Contains 7 bullets per speed loader. This ammo permanently reduces MAX FLESH and enemy attack dice by 2 on hit.)
  169.  
  170. ---------------------------------------------
  171.  
  172. DASHA MOROZOV [???]
  173. RAPPORT: ???/??? (You'll need more time to interact with her.)
  174. FLESH: 9/9 (+2 from WAXEN PEARL SUPPLEMENT)
  175. RESTRAINT: 6/7 (+1 from NAOMI)
  176. VIOLENCE: 7 (+1 from NAOMI, -1 from SORE ARM)
  177. TALENT: 8 (+1 from NAOMI)
  178. WILLPOWER: 8 (-2 from FISH OUT OF WATER, +1 from NAOMI)
  179. CHARM: 4 (-2 from FISH OUT OF WATER)
  180. CONNECTIONS: 0 (LOCKED, though you doubt it was that high of a stat anyways.)
  181. COGNIZANCE: 5 (-1 from FISH OUT OF WATER, -1 from DAMAGED EAR)
  182.  
  183. CRIPPLING INJURY: RINGING EAR (-1 COGNIZANCE, easier to sneak up on) and SORE LEFT ARM (-1 VIOLENCE).
  184. SURPLUS DICE: 4d8 (adds 2d8 to the next two dice she makes.)
  185.  
  186. IMPLANT:
  187. EVIGT IMPLANT (Heals CRIPPLING INJURIES slowly out of combat. Heals 1 FLESH or RESTRAINT, whatever's lowest, in combat.)
  188.  
  189. BOONS:
  190. [SOLDIER FROM ANOTHER WORLD] As a soldier from the Red Army, she's a very skilled combatant who managed to survive as long as she did for a reason. DASHA rolls d8s whenever she makes an attack roll and, once per mission, can convert every roll below a 3 on a VIOLENCE/TALENT/FLESH roll into 3s
  191.  
  192. [STEELY FOCUS] She has to keep a steel trap mind in order to not panic in a fight. Whenever Dasha isn't at full RESTRAINT, she gains +1d2 to all checks per missing RESTRAINT to represent her growing focus. At 3 or less RESTRAINT, she also gains +1 to FLESH, VIOLENCE, TALENT and WILLPOWER.
  193.  
  194. [RUSSIAN DETERMINATION] Whenever Dasha or another ally receives a CRIPPLING INJURY, she adds +3d10 to the next roll she makes and a random ally gains d6s equal to half her WILLPOWER to their next check.
  195.  
  196. BANES:
  197. [FISH OUTTA WATER] She's not meant to be here. At all. And it's very, VERY obvious from how she looks and acts. Dasha will have a high chance on taking RESTRAINT damage upon seeing something unfamiliar and she has a sizable stat penalty to most mental/social stats. Her CONNECTIONS are also permanently set to 0. This BOON will be weakened over time.
  198.  
  199. [BARELY HOLDING ON] Her body has been pushed to the limits thanks to the War and she's still recovering from a lack of food, stress, and other wear and tear from the war. Whenever she takes ANY FLESH damage, roll a 1d6 to determine if she gets a CRIPPLING INJURY. (1-2 = NONE, 3-4 = MINOR INJURY, 5-6 = CRIPPLING INJURY)
  200.  
  201. ARMOR:
  202. RED ARMY UNIFORM (Currently stained in blood and torn to shreds but it's still a decent enough piece of armor. Has a small chance to block 1 FLESH damage. +2 CHARM and VIOLENCE for checks against X, J, or R-Corp employees or representatives)
  203. 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.)
  204. AMULET OF PROTECTION (Has 2 charges. When the user would take lethal FLESH damage, inflict a CRIPPLING INJURY instead and heal the user by 2 FLESH.)
  205.  
  206. WEAPON:
  207. SERVICE PISTOL (Can't be an agent without it. ATTACK ROLL: TALENT+3. You may reroll two dice every time you fire this weapon.)
  208. COLT M1911 NEO (PISTOL. A slightly updated Old World military sidearm. ATTACK ROLL: TALENT+4, 2s and 4s count as 1 SUCCESS during combat.)
  209.  
  210. CONSUMABLES:
  211. POTATO VODKA (One of I-Corp's most popular products. Heals 1 RESTRAINT and applies DRUNK LUCK for a medium duration. DRUNK LUCK allows the user to roll an additional dice when they roll a 1.)
  212. STANDARD ISSUE MEDKIT (Has one charge left. One charge can heal 1 FLESH.)
  213. GAUZE ROLL (Can heal one FLESH, temporarily negate a crippling injury (or heal one for Ashley due to her boon), or to heal a CRIPPLING INJURY if used with UVX.)
  214. GRADE A RATIONS x2 (Highly nutritious and actually tasty! Soldiers would kill for this. Literally. Heals 1 FLESH and RESTRAINT, adds +2d4 to the next three FLESH and/or TALENT rolls the user makes.)
  215. HÄLSA' BLOOD REPLACEMENT VIAL (A bright blue vial that glows in the dark. Enables powerful but short-lived FLESH + RESTRAINT regeneration. When used on a EVIGT IMPLANT user, the duration is extended greatly.)
  216.  
  217. AMMO:
  218. 10 PISTOL AMMO
  219. 4 SILVER AMMO
  220. FMJ PISTOL MAGAZINE (Contains 17 bullets per magazine. Bullets with a harder metal exterior that's better at penetration. These bullets ignores 2 FLESH protection, 4 FLESH if target is android.)
  221.  
  222. MISC:
  223. FAMILY PHOTOGRAPHS (A memento to keep her sane. No other major use aside from keeping Dasha somewhat sane.)
  224. YOUNG RUSSIAN LADY PHOTOGRAPH (She's really cagey about this one and who's in the photo. You imagine it's just best not to ask.)
  225. 1 IODINE TABLET PACK (Purifies water? Not really that useful.)
  226. HEMATGON BAR (RELIC CONSUMABLE. An old Russian classic made out of condensed blood, milk, syrup, and enough drugs to kill a horse. Heals 4 FLESH and replaces 1 CRIPPLING INJURY with a weaker version.)
  227.  
  228. ----------------------
  229.  
  230. VINCENT CRUZ [SPECIAL]
  231. PRICE: $180
  232. RAPPORT: 1.5/8 (You did help him a bit but he barely knows you on a personal level.)
  233. FLESH: 10/12 (+2 from FAUX MEAT SANDWICH)
  234. RESTRAINT: 7/8 (-3 from HOLLOW REVVING, +1 from NAOMI)
  235. VIOLENCE: 14 (+3 from HOLLOW REVVING, +1 from NAOMI, +2 from FAUX MEAT SANDWICH)
  236. TALENT: 10 (+3 from HOLLOW REVVING, +1 from NAOMI, +2 from FAUX MEAT SANDWICH)
  237. WILLPOWER: 8 (+1 from NAOMI)
  238. CHARM: 4
  239. CONNECTIONS: 8
  240. COGNIZANCE: 5
  241.  
  242. STATUS EFFECT: FAUX MEAT EMPOWERMENT (rolls d8s on melee attack rolls.)
  243.  
  244. BOONS
  245. [HIGH STRESS TOLERANCE] Nothing really gets underneath Vincent's skin. Vincent takes 1 less RESTRAINT damage from all sources. Whenever VINCENT receives RESTRAINT damage (even if fully blocked), he gains +1 to a random stat until mission end.
  246.  
  247. [RED TAPE EXPERT] You have to learn to deal with red tape as an office jockey. Vincent gains +2 to CHARM and COGNIZANCE when interacting with corporate entities and prices in CORPORATE shops or catalogs are reduced by 25%.
  248.  
  249. [A SHELL FOR BURDENS] He has to carry on. No matter how painful it is. He may heal a CRIPPLING INJURY or negative mental status on himself by spending 2 RESTRAINT (bypasses HIGH STRESS) or FLESH. Can be used whenever.
  250.  
  251. BANES
  252. NONE.
  253.  
  254. WEAPONS
  255. -MILITARY GRADE FIREAXE (ATTACK ROLL: VIOLENCE+3, rolls d7s on its attack rolls, inflicts the HEAVY BLEEDING injury on use, dealing passive FLESH damage.)
  256. -'BACKUP OPTION' (RANGED WEAPON. A simple makeshift crossbow. ATTACK ROLL: COGNIZANCE+TALENT.)
  257. -CHAINSAW OF ULTRAVIOLENCE (ATTACK ROLL: VIOLENCE*2. WHEN SOMEONE IS KILLED WITH THIS WEAPON, HEAL 1 FLESH AND RESTRAINT. MASSIVELY OVERWHELMS THE USER WITH BLOODLUST OVER TIME.)
  258. -DELUXE HARPOON GUN (RANGED WEAPON, ATTACK ROLL: VIOLENCE+4. Has one shot and enters a short reload cooldown on use but has infinite ammo. On top of the regular effects of HARPOON GUNS, attacks made with it are near impossible to heal.)
  259.  
  260. ARMOR/EQUIPMENT
  261. -A HOLLOW REVVING (PARADIGM ARMOR. A bulky suit of armor made out of steel, rubber, and polymers. Painted in the colors of a crash test dummy. Blocks 3 FLESH damage from all sources and boosts VIOLENCE and TALENT by 3 at the cost of reducing max RESTRAINT by 3 while worn. Won't be worn all the time for obvious reasons.)
  262. -GAS MASK
  263. -NIGHTVISION GOOGLES
  264.  
  265. AMMO
  266. -6 STEEL BOLTS
  267. -8 SILVER STEEL BOLTS (Heals 1 FLESH or RESTRAINT when used.)
  268.  
  269. CONSUMALES
  270. -RAW WHITE DWARFSTONE (When consumed, grants the consumer 2 FLESH and RESTRAINT damage reduction for a short duration by converting major organ systems into stone.)
  271. -VOIDSTONE FRAGMENT (A vantablack fragment of a stone. It crackles with seething intensity. Allows you or an ally to reroll all dice rolled when consumed.)
  272. -Q-CORP SECURITY PHEROMONES #851 (A thick red paste that reeks of sweat, musk, and blood. Adds +2d12 to the two next VIOLENCE or FLESH checks made by the consumer.)
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