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- General rules for Allies and Associates.
- >Until a certain amount of RAPPORT is reached, you must bribe them with money or resources to keep them around.
- >The higher an ally's RAPPORT is, the more power you can get out of them. Not every point of RAPPORT equals a stat boost or a new skill, however. You will be informed if they'll get an upgrade, however.
- >While you have an ally in your party, you may order them to do checks on your behalf. In a sense, having allies is equal to having a stat buff.
- >Allies are liable to do things of their own volition if you lose their trust or their [BANE]s activate.
- >There's no hard limit for how many allies you can bring at once, but conflicts between certain kinds of allies is liable to happen if you bring too many.
- >Allies tend to have lower stats than you, to counteract the fact they can help you do skill checks you can't do and that you can hire replacements easily.
- >When an ally assists you on a task where they can do so, they add an extra 1d6 per two points of the stat they have. 2-3 = 1d6, 4-5 = 2d6, etc etc etc.
- >Most of the time, until you have hired an ally, you only have a rough idea on their strengths and weaknesses. This may change overtime depending on your abilities and knowledge.
- >The cost of hiring said ally for a mission will also be listed.
- >Some allies may have the SPECIAL tag. Keep an eye out for these allies, they tend to have higher stats and unlock more options compared to normal allies.
- >If an ally has [UPG] next to their name, their rapport is high enough to get a stat or ability upgrade when they're next hired.
- >If an ally has [CTU] next to their name, you may spend a RAPPORT boosting item on them to push them into [UPG].
- >If an ally has no symbol then their RAPPORT isn't high enough to warrant a symbol. You may still spend a RAPPORT boosting item to get a small discount to hiring them and to push them closer to CTU.
- >CURRENT RAPPORT IMPROVING ITEMS: HIGH QUALITY SEAFOOD BOXES x3
- ALEXIS MOROZOV
- RAPPORT: 7/7 (Maxed out. In the cold world of corporate competition, you're probably the only confidant she has.)
- COST: 13% of the money you get from the mission. (discount from high rapport)
- FLESH: 5 (+1 from MEDIUM QUALITY BODYARMOR, +1 from I-CORP BRIEFCASE, +1 from MEDAL)
- RESTRAINT: 5 (+1 from MEDAL, +1 from AMBERBRIGHT RING)
- VIOLENCE: 3 (+1 from I-CORP BRIEFCASE)
- TALENT: 5 (+1 from I-CORP BRIEFCASE, +1 from SPOOK SHADES)
- WILLPOWER: 4 (+1 from AMBERBRIGHT RING)
- CHARM: 7
- CONNECTIONS: 12 (+2 from CORPORATE OWNERSHIP.)
- COGNIZANCE: 6 (+1 from SPOOK SHADES, +1 from AMBERBRIGHT RING)
- BOONS
- [CORPORATE INSIDER] A half insane mess and a thug aren't likely to be welcomed into any place of true importance, but with Alexis around, you gain access to special corporate buildings and various V.I.P sections of businesses and Alphabet Companies will trust you if she's in the party with you.
- [CORPORATE GRINDSET] She needs you around to do the dirty work for her. At the start of each mission, she'll provide valuable supplies to help you out. Weapons, drugs, armor, tools, anything is possible. Thanks to CORPORATE INSIDER, you'll get to pick four items when you hire him.
- [CORPORATE ELITE] While Alexis in your party, her friends on the other side will offer passive assistance during the mission, offering you valuable advice and warning you if any danger is approaching.
- [CORPORATE MANIPULATOR] Due to Alexis' many connections, you'll gain an extra MISSION during MISSION SELECT and all mission rewards are now slightly improved!
- [RISING CORPORATE STARLET.] Offers no immediate bonuses or stat boosts but you imagine Alexis will soon quickly reach higher and higher positions. Perhaps she may even become a CEO of an Alphabet Company. Imagine what she could do with that power.
- BANES
- [LIQUDIATION] She's absolutely willing to ditch you if shit goes sideways. If another ally dies or the situation is otherwise FUBAR, she's liable to leave your party. She WILL stick around after a mission due to your high RAPPORT but even at maxed RAPPORT, she will always keep an eye on the backdoor.
- [INVOLVED] You're not sure who or what will recognize her but she seems she has a lot of fingers in a lot of pies. Expect a lot more attention to be drawn to your group with her around.
- EQUIPMENT:
- Earpiece (allows for communication with other allies with ear pieces)
- Improved Gas Mask (+1 VIOLENCE while equipped, has three filters on it, protects user from all forms of airborne toxins/viruses/etc etc you know what gas masks do.)
- METAL DETECTOR MARK 1.5 (Specifically tuned to detect the Pausium. It's not hard to understand why she brought this. Can also detect other hidden items.)
- I-CORP BRIEFCASE (Alexis flinches upon seeing this one. Has a variety of chemical formulas that don't make a lick of sense to you but the terms 'Beyond Absolute Zero' and 'To Preserve The City' keep popping up. Counts as 1 I-Corp favor. While owned, improves Alexis' VIOLENCE + TALENT + FLESH by 1.)
- SPOOK SHADES (Takes up an ACCESSORY SLOT. +1 COGNIZANCE AND TALENT. Twice per mission, when making a STEALTH or COGNIZANCE check, you may reroll all dice.)
- MEMORIAL MEDAL (HISTORIC TRINKET! +1 FLESH and RESTRAINT while equipped. Has a 50% chance to ignore any RESTRAINT damage taken. Takes up an accessory slot.)
- AMBERBRIGHT RING (HISTORIC ACCESSORY. +1 MAX RESTRAINT, COGNIZANCE, and WILLPOWER.)
- ARMOR:
- MEDIUM QUALITY BODYARMOR (ARMOR. +1 MAX FLESH, has three charges before it needs repairs to regain them. When hit, consumes 1 charge to reduce FLESH damage taken by 1.)
- ARMGUARDS (ACCESSORY. Made out of reinforced cotton padding. Blocks one CRIPPLING INJURY per mission.)
- WEAPON:
- ROYAL BLUE DERRINGER (WEAPON. ATTACK ROLL: CONNECTIONS+2. Uses PISTOL AMMO and does MIXED damage. Has a 50% chance to not consume ammo.)
- CONSUMABLES:
- Certificate of Corporate Ownership (+2 CONNNECTIONS, can be spend to immediately pass any CHARM or CONNECTIONS check.)
- T-Company Temporal Rewinder. Very useful in very dire situations. (Consumed on use. Rerolls ALL 1 and 2s rolled by you or allies and ALL 5s and 6s rolled by enemies.)
- DAY TRIP BOTTLE (Contains three pills. Each pill boosts CHARM, CONNECTIONS, and COGNIZANCE by 1 for an extended duration.)
- RAW SUNSTONE CHUNK (A bright red gemstone that burns your hand if you hold it for too long. Blocks up to 2 FLESH damage before shattering.)
- AMMO: 11 PISTOL AMMO
- LEX
- COST: $90, simple as.
- RAPPORT: 7/7 (MAXED OUT. He would die for you. He would protect you from everything the world throws at you. Nothing will stop him from protecting his friends.)
- FLESH: 9/9
- RESTRAINT: 8/8
- VIOLENCE: 11 (It's likely he autopasses intimidation checks unless severely outmatched or facing an abno. +1 from BRASS KNUCKLES, rolls 12 when intimidating.)
- TALENT: 5
- WILLPOWER: 5
- CHARM: 3
- CONNECTIONS: 3
- COGNIZANCE: 3
- STATUS EFFECT
- NONE
- BOONS
- [EASILY PLEASED] It doesn't take much to keep him happy and around. He won't ever ask for any extra rewards or equipment, nor will he question what job you're doing. Keep him paid and he'll do anything.
- [BRICK SHITHOUSE] You doubt anything's going to slow him down besides a shot to the head. Twice per mission, he may reroll all dice that rolled 3 or lower on a VIOLENCE or FLESH check. Also, due to using the KRAV MAGA MANUAL on him, he rolls d7s on all melee/unarmed attacks.
- [ANOMALOUS TATTOOS] Lex's attacks now do equal parts RESTRAINT and FLESH damage, allowing him to damage otherwise physical resistant entities. He may spend 1 RESTRAINT to add +2d8 to any FLESH, VIOLENCE, or TALENT roll he makes or assists in.
- [TORMENTED SPARK] PROGRESS: 70/200. Gains +9.5% per 1 FLESH or RESTRAINT damage taken, 18% when receiving a CRIPPLING INJURY, or 28% when he enters COMBAT. Gains 3.5% per FLESH/RESTRAINT damage an ally takes and 8% when an ally receives a CRIPPLING INJURY. At 200, reset and unlock a new ability.
- [FXXK THE WORLD] Lex now takes 1 less damage from all sources and twice per mission, he can ignore a CRIPPLING INJURY. This stacks with CALL ME LEX's innate damage reduction.
- [ANCIENT BLOODLINE] Lex will gain +3% extra TORMENTED SPARK PROGRESS from all sources and he'll have an additional choice on what power to obtain. Speeds up how quickly he gains new anomalous powers by a LOT. TORMENTED SPARK %s have been updated to include this new modifier.
- BANE:
- [BLOODLUST] Keeping him from not starting shit is going to be hard. He will try getting into fights whenever the chance shows itself unless it's suicidal. Successful CHARM checks can help curb this.
- WEAPONS:
- BARBED SPIKED BRASS KNUCKLES! (ATTACK ROLL: VIOLENCE. +1 VIOLENCE, +2 extra VIOLENCE when intimidating. Boosts all TORMENTED SPARK progress earnt by 1%! Small chance to inflict extra FLESH damage to self and enemy.)
- 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.)
- CONSUMABLES:
- NAVY BLUE INJECTOR x4 (Seems to be what fuels their tattoos. Lex might have some use for this. When used on Lex, he rolls d8s instead of d6s on his next melee attack and heals him for 2 RESTRAINT.)
- PARTY TIME BUNDLE (Contains a lot of cheap yet fulfilling booze, shitty snacks, and other party time staples. Will be useful if you have to barter.)
- UVX #1 (The original. Boosts MAX FLESH and RESTRAINT by 1 for a short duration.)
- EXPIRED SINSUL ALPHA x2 (Three navy blue pills crumbling inside of a plastic bag. While active, boosts FLESH, VIOLENCE, and TALENT by 1 and reduces COGNIZANCE, WILLPOWER, and CHARM by 1.)
- EQUIPMENT:
- 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.)
- ARMOR:
- CALL ME LEX (Blocks 2 FLESH damage from all sources, does not hamper his TORMENTED SPARK gains. Allows him to be empowered through the suffering of allies.)
- AMMO: DRAGONFIRE SHOTGUN BUCKSHOT x4 (Adds +4d2 when used and inflicts a minor amount of lingering fire damage to anything it hits. Also cooks any animal it hits basically instantly.), SHOTGUN SLUG x4
- MISC: CHECKERED FABRIC STRAP. (Only worth as mementos from a mission long since completed.)
- QUENTIN
- COST: Free (though most allies will ask for better payment to keep him around)
- RAPPORT: 5/7 (Loyal to a fault. Gains an upgrade next time you hire him.)
- BASE STATS:
- FLESH: 5 (+3 from SLENDER SHELL)
- RESTRAINT: 5/5 (+1 from SLENDER SHELL)
- VIOLENCE: 2 (3 when attacking)
- TALENT: 8 (+1 from SLENDER SHELL, +1 from SPOOK SHADES)
- WILLPOWER: 2
- CHARM: 6 (+3 from SLENDER SHELL)
- CONNECTIONS: 2
- COGNIZANCE: 5 (+1 from SPOOK SHADES)
- STATUS: SLENDER SHELL (+3 TALENT, +3 MAX FLESH, +3 CHARM, +1 MAX RESTRAINT. Due to excess organs harvested, he is treated as a SILVER IMPLANT USER for BLOOD REPLACEMENTS. In addition, he still has one charge from the ELITE SILVER AGENT SHELL, allowing him to add +3d8 to any check he makes.)
- BOONS
- [BIOJACKER] The man you see before you isn't actually Quentin. It's a meat puppet controlled by the real Quentin, a small centipede. Quentin is able to revive fresh corpses to gain limited info out of them or to pilot as his new body. Corpses he inhabits will rot over time, losing maximum FLESH, until he needs to acquire a new one. Keeping him down for good is going to be hard.
- [SUICIDAL LOYALTY] Despite barely knowing you, he is willing to die for you. He will follow any order given to you without question and will go out of his way to block any attacks thrown your way.
- [TO THE SKY] Quentin unlocks the ability to fly, granting him the ability to quickly scout out areas or to reach areas other allies can not. Quentin also has a small chance of automatically dodging most attacks thrown his way.
- [AIMER LES ABANDONNÉS] Even if you have never had true love, even if people abandon and forget you, the bugs will burrow into your heart. Quentin gains +1 to a random stat permanently for every 3 corpses he BIOJACKS. In addition, when first BIOJACKING a fresh corpse, he'll temporarily gain a BOON from said enemy for the duration of said BIOJACKING.
- [FINE TUNED REFLEXES] Whenever Quentin rolls to dodge an attack, he may roll twice and take the highest result. Quentin also now rolls d7s on TALENT checks when doing risky maneuvers while flying, climbing, or sneaking.
- BANES:
- [UNNERVING] People don't like him. Not at all. Aside from allies paying more to have him around, he has a chance to do minor RESTRAINT damage to you and your allies while he's in your party. Successful skill checks can help negate this downside.
- [POOR STATS] His stats absolutely blow ass due to him piloting a rotten, barely functional corpse. This can be negated by getting him new bodies to pilot but they will decay to have subpar stats over time.
- WEAPONS:
- Pocket Knife (+1 VIOLENCE when attacking, an additional +1 VIOLENCE when sneak attacking),
- FLINTLOCK PISTOL (Left behind by the Senior Pirate B. ATTACK ROLL: TALENT+1. Can be used at the same time as a light melee weapon, combining their attack rolls. Uses LEAD AMMO.)
- BASEBALL BAT (+1 VIOLENCE while equipped. The user can reroll two VIOLENCE dice with every attack)
- FLASHBANG (Can be used to temporarily stun and daze a small group of enemies. Anomalies may attempt to make a FLESH check to resist this.)
- 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.)
- 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.)
- EQUIPMENT:
- SPOOK SHADES (Takes up an ACCESSORY SLOT. +1 COGNIZANCE AND TALENT. Twice per mission, when making a STEALTH or COGNIZANCE check, you may reroll all dice.)
- 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.)
- GAS MASK (Blocks all air borne gunk, toxins, etc. Has three filters.)
- ARMOR:
- LIGHTWEIGHT HELMET + SHOULDERPADS (Once per mission, blocks 1 FLESH damage from a ranged attack. Doesn't take up a slot.)
- CONSUMABLE:
- RASPBERRY SINSU (A low-quality knockoff of a well known Z-Corp product. Lowers all FLESH damage taken by 1 for a short period of time when consumed.)
- AMMO: 11 PISTOL AMMO, 4 SILVER AMMO, 5 ARMOR PIERCING PISTOL AMMO, 4 LEAD AMMO.
- MISC: FORGOTTEN MEMENTO (?????????????), CHECKERED JACKET STRIP (Worthless.), ACE STRIKERS MEMBERCARD (Worthless now.)
- BENJAMIN AARON [SPECIAL]
- COST: $35 (Discount from high RAPPORT.)
- RAPPORT: 6/8 (He really does trusts you. Whether this is a good idea or not, that's up to you to decide.)
- STATS:
- FLESH: 8/8 (+1 from Z-COMPANY NATURAL FIBER ARMOR)
- RESTRAINT: 6/6
- VIOLENCE: 3
- TALENT: 4
- WILLPOWER: 6
- CHARM: 7 (+1 from Z-COMPANY ELITE LABCOAT)
- CONNECTIONS: 5
- COGNIZANCE: 9 (+1 from Z-CORP ELITE LABCOAT)
- BOONS:
- [IMPROVED LICENSED PHARAMCHIST] When it comes to anything involving drugs or chemicals, he's your man. He comes equipped with basic chemistry equipment and can reproduce most drugs and chemicals. He makes 1d6+1 (1d6 without labcoat) doses whenever he does so and can use this boon up to four times a Mission. Has 3 charges left
- [OPEN MINDED] While most people deny or avoid the Supernatural, Benjamin is quite interested in it and has an instinctual awareness of the anomalous. He will be quick to warn you when something anomalous is happening and will offer useful advice involving anomalous phenomena
- [BLIND OPTIMISM] Benjamin passively recovers RESTRAINT and instantly recovers from INSANITY/0 RESTRAINT once per mission. In addition, Benjamin grants all allies a +2d8 bonus to resist mind altering effects while in the party.
- [BIRD BRAINED CHARISMA] People just like Benjamin now and are willing to be open and cordial to him. You'll unlock special skill checks to learn information they'd otherwise wouldn't tell you.
- [CRIMSON SPARK] PROGRESS: 52/185. Gains +1.5% when passing a WILLPOWER or COGNIZANCE check, 2% per RESTRAINT healed, 15% when encountering a SHIFTer or anomaly, 25% when Max gains an ability. At 170%, reset and unlock a new ability.
- ABILITIES:
- ASHEN WINGS
- -Benjamin can manifest a pair of wings made of smoldering ash for free, though this drains his RESTRAINT over time.
- -While his wings are active, Benjamin gains a limited form of flight similar to what Quentin can achieve.
- -At the cost of spending 2 RESTRAINT and putting his ASHEN WINGS ability on cooldown, he may shoot out a plume of smoldering ash at an enemy. He adds COGNIZANCE to any attack roll he's making and immediately deals 3 FIRE-BASED FLESH DAMAGE to the enemy.
- -He now has lowered DCs when flying and can use firearms while flying as well.
- AIM FOR THE EYES
- -For 1 RESTRAINT, Benjamin can attempt a special COGNIZANCE check on a person or object.
- -If he succeeds, he reveals the weaknesses of said person/object. Targetting an enemy's weakness deals more damage, always inflicts CRIPPLING INJURIES, and deals hard to heal STAT damage.
- [MEASURE TWICE, CUT ONCE] Benjamin now has a knack for noticing small discrepancies and details even your most vigilant allies wouldn't notice. COGNIZANCE DCs are also slightly easier while he's with you.
- BANES:
- [GULLIBLE] It's not hard to convince him to do anything. That means that while he's willing to do anything for you, that means enemies can easily trick him as well. Expect him to run into a lot of easily avoidable traps and shitty situations
- [DELUSIONAL] While not nearly as bad as you, he's in his own personal world half the time. He's prone to freaking out, not understanding the situation, or assuming the worst/best out of people with no evidence. Keep him on a tight leash
- IMPLANT:
- "VYDRŽAŤ" IMPLANT (Has no passive ability, here as a reminder he sounds as a SILVER IMPLANT user.)
- EQUIPMENT:
- Chemistry Set. Allows for his LICENSED PHARAMCHIST boon to produce extra doses of drugs. Can create 1d3 extra doses when called for, can be improved by buying him better supplies.
- Low Quality Ingredients. Used by his boon to make the extra drug doses. Usually results in a shoddier, weaker form of the drug in question. Improved by buying him better supplies.
- Leather Gloves. Cool but nothing else. (Grants him very minor RESTRAINT generation.)
- Earpiece (Allows for communication with other allies with ear pieces.)
- Z-Company Elite Labcoat. (ACCESSORY. +1 CHARM and COGNIZANCE while equipped. Benjamin produces 1d5 whenever he's asked to produce a drug for you.)
- Gas Mask (Has two filters. It's a gas mask. What do you expect?)
- HARVESTING KIT (You unlock the ability to EXTRACT from anomalies you encounter, assuming they aren't trying to attack you, granting you access to anomalous extracts that could prove useful.)
- NIGHT VISION GOOGLES. Useful for exploring abandoned buildings. (Allows you to see in the dark and improves passive perception. Takes up an accessory slot.)
- A-ENERGY REGULATION BRACELET (ACCESSORY. Experimental tech in the form of iron bracelets. Meant to assist SHIFTers with their powers. SHIFTers wearing these gain 3% PROGRESS per RESTRAINT damage taken by any means.)
- ARMOR:
- Z-Company Natural Fiber Armor (ARMOR, of course. A long labcoat made out of a fibrous material that repairs itself and the user. +1 MAX FLESH to wearer and gives them a weak but always active HEALTH REGEN.)
- CONSUMABLE:
- TRAUMA KIT (Very user friendly. One charge can heal 1 FLESH, two can heal a CRIPPLING INJURY, three revives someone out of CRITICAL STATE with half FLESH. Has 5 charges.)
- TRANQUIZLER SYRINGE (Can be used to reduce the amount of FLESH and RESTRAINT damage you take by 1 until it wears off or to instantly knock out a human on a successful attack.)
- "ÉTOILE" BLOOD REPLACEMENT VIAL (A bright purple vial that glows like the night sky. When consumed, raises WILLPOWER by 3 for a short duration. When consumed by a SILVER IMPLANT user, boosts RESTRAINT and COGNIZANCE by 2 as well for a short duration.)
- WEAPON
- LOST IN TIME (PARADIGM WEAPON. An automatic crossbow drenched in black, thick tar. Oozes with the memories of what is forever forgotten. ATTACK ROLL: COGNIZANCE+WILLPOWER+1. Deals ESOTERIC damage. Consumes 1 BOLT per attack.)
- BEYOND LOVE AND HATE (Takes up a WEAPON SLOT. Deals mental damage instead of physical damage, useful for physically resistant enemies. ATTACK ROLL: 2+WILLPOWER.)
- ANTI-MATERIAL SNIPER RIFLE (WEAPON. ATTACK ROLL: COGNIZANCE+RESTRAINT+3. A very potent rifle that requires ANTI-MATERIAL ROUNDS to fire. Attacks made with this weapon bypass 5 points of FLESH DAMAGE REDUCTION. Any excess armor penetration is converted into extra damage.)
- AMMO:
- 3 STEEL BOLTS (Usable by LOST IN TIME or any other automatic crossbow.)
- 3 Q-CORP STEEL BOLTS (Same as above but also damages COGNIZANCE, TALENT, and MAX RESTRAINT on hit.)
- ANTI-MATERIAL ROUND x8
- ANTI-ANOMALY ANTI-MATERIAL ROUND x3
- DESGARRAR HIGH VELOCITY IMPACT ANTI-MATERIAL ROUND x3 (A specialized type of .50 BMG ammo meant to pulverize even the toughest targets. Always inflicts 2 CRIPPLING INJURIES on hit and can pierce up to three targets on hit.)
- 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: 6
- VIOLENCE: 4
- TALENT: 9 (+1 from SPOOK SHADES, +1 from SHIMMERING OVERCOAT)
- WILLPOWER: 6
- 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.)
- Pocket Knife (+1 VIOLENCE, another +1 on SNEAK ATTACKS)
- 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.)
- 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.)
- 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.)
- MARUYAMA DAIDO
- COST: $85
- RAPPORT: 4.5/7 (He sees you as a close friend now.)
- STATS:
- FLESH: 3
- RESTRAINT: 4
- VIOLENCE: 4
- TALENT: 2
- WILLPOWER: 3
- CHARM: 6 (+1 from T-CORP TIMEPEACE)
- COGNIZANCE: 4
- CONNECTIONS: 6
- BOONS:
- [DISARMING PRESENCE] He has learned how to weaponize his bland and generic appearance to his benefit. People and companies are far more willing to give up information to him. He also automatically passes most stealth checks due to blending in. Useful at gathering intel.
- [ENDURING MINDSET] No matter how much stress comes his way, he keeps pushing forward. No matter the cost. Three times per mission, he may choose between the following:
- -Regain 1 FLESH
- -Regain 1 RESTRAINT
- -Add 2d6 to a roll he makes (+1d6 when assisting on a skillcheck)
- [LATENT SPARK] Your first SHIFTer ally who managed to develop a spart with no outside influence. He's currently challenging his Spark as a PARADIGM: BLADE OF SORROWFUL MEMORY. It has the ability of TIME ACCELERATION, which passively saves time during missions and can rapidly age objects to deal more FLESH damage.
- MARUYAMA gains progress from the following actions
- +0.5% whenever he passes ANY skillcheck he's a part of.
- +5% whenever he uses his TIME ACCELERATION ability.
- +10.5% whenever STEADFAST RESOLVE triggers
- +25.5% whenever he joins a mission.
- [STEADFAST RESOLVE] Maruyama's FLESH and RESTRAINT passively increases over the course of a mission, allowing him to push through otherwise impossible situations. His FLESH and RESTRAINT resets once a mission is completed.
- BANES:
- [PAST HIS PRIME] It's obvious that he has clearly seen better days. In every sense of that phrase. His TALENT and WILLPOWER are rock bottom. In addition, he's more penalized for having low FLESH compared to other allies.
- WEAPONS:
- BRIEFCASE (Filled to the brim with papers and other office supplies. Powerful in the hands of a desperate business man. ATTACK ROLL: 2+VIOLENCE when used by Maruyama, has a chance to stun on hit.)
- BLADE OF A SORROWFUL MEMORY (WEAPON. ATTACK ROLL: WILLPOWER+COGNIZANCE+1. Has the ability of TIME ACCELERATION, allowing him to rapidly age anything his blade touches or to save time when traveling during missions.)
- EQUIPMENT:
- HEADBAND OF VICTORY (ACCESSORY. +1 MAX RESTRAINT and VIOLENCE while worn. Not equipped yet)
- T-CORP TIMEPIECE! (ACCESSORY. Allows the user to detect any unusual space-time activity and grants him minor immunity to time altering effects. Also stylish, +1 CHARM while equipped. Equipped.)
- ARMOR:
- BULLETPROOF VEST (ARMOR. Reduces all ranged attack damage by 1 and has a small chance to outright negate it.)
- ADAM BORRELLI [SPECIAL]
- COST: $85
- RAPPORT: 4.5/8 ("She's cool.")
- STATS:
- FLESH: 6
- RESTRAINT: 5/5 (+2 from ACTING CAPTAIN HAT)
- WILLPOWER: 2
- VIOLENCE: 6
- TALENT: 4
- CHARM: 4
- CONNECTIONS: 4
- COGNIZANCE: 4
- BOONS:
- [STEADY HANDS] After years in the kitchen, the movement of his hands have been practiced to near perfection. He adds his RESTRAINT dice to any TALENT or ATTACK roll he makes.
- [HARD WORKER] A job well done is enough to bring comfort to his soul. Whenever he succeeds in a skill check, he heals 1 FLESH or RESTRAINT. If both are injured, he choses whichever is lower.
- [PRACTICING SURGEON] Really, the line between butchery and surgery is razor thin. Twice per mission, if an ally is in a CRITICAL STATE or has a CRIPPLING INJURY, Adam may heal them without consuming any resources.
- [LICENSED MECHANIC] Adam now has a great understanding on all things technological. He can passively repair BENEDICT and KIARA over time and he now has a wide array of knowledge to help explain how otherwise super obtuse technology across the City works
- BANES:
- [OVERCORRECTION] After what happened with Benedict, he's a bit jumpy when it comes to stressful situations. He's liable to make an ass out of himself whenever a situation gets emotional/stressful and will more likely than not make things worse when trying to help. Successful CHARM checks can help curb this unhealthy mindset.
- WEAPON:
- CHEF'S KNIFE (Sharpened to a razor point. Partially ignores armor with attacking. With his BOON, rolls VIOLENCE+RESTRAINT+1)
- EQUIPMENT:
- ACTING CAPTAIN HAT. "WHILE YOU MAY NOT BE THE CAPTAIN OF THIS CREW OF HER CREW, AS A BOSS OF YOUR OWN CREW BACK ON LAND, I GIVE THIS TO THEE." (+2 MAX RESTRAINT to Adam.)
- MECHANIC'S KIT (Allows him to use LINCENSED MECHANICS. Has a variety of generic tools.)
- PLASMA CUTTER! (Has enough fuel for four uses. Can be used to break through otherwise impossible to open doors, seal doors behind you shut, or to heal a robotic ally by 3 FLESH.)
- ASHLEY MILLER
- COST: $67
- RAPPORT: 5.25/8 ("You're really cool. I'm still hesitant to rely on you but it feels silly at this point, no?)
- STATS:
- FLESH: 7/7
- RESTRAINT: 5/5
- VIOLENCE: 8 (rolls d7s on MELEE/UNARMED ATTACK rolls with VIOLENCE.)
- TALENT: 6
- WILLPOWER: 7
- CHARM: 3
- CONNECTIONS: 1
- COGNIZANCE: 3
- STATUS EFFECTS
- NONE
- BOONS:
- [SIXTH SENSE] After living on the streets for god knows how long, her intuition is as sharp as a razor. She'll spot details anyone else would miss and can easily tell when danger is approaching. Pay attention to her warnings. She'll also be able to react and warn you of things that can only be described as seeing glimpses into the future.
- [ATHLETIC PHYSIQUE] While not as tough and strong as Lex, she's far better at picking herself back up. She recovers 1 more FLESH from all healing items and she can ignore up to one crippling injury inflicted on her.
- [READY FOR ANYTHING] When Ashley is at half FLESH or RESTRAINT, a random boon of hers will be upgraded until she's healed up. If both health pools are half or lower, all boons are upgraded until she heals.
- BANES:
- [NUMB] She's desensitized to the world and people around her. She takes one less RESTRAINT damage from all sources but it's incredibly hard to raise her RAPPORT (and therefore improve her as an ally.) Getting her to rely on you will be a struggle.
- WEAPON:
- BASEBALL BAT (+1 VIOLENCE (5 total) while equipped. The user can reroll two VIOLENCE dice with every attack)
- TASER (Comes with three charges. Spend a charge to roll an extra 2d8 when attacking a mechanical entity or to incapacitate an enemy for one round.)
- BLOODSTAINED HUNTING KNIFE (ATTACK ROLL: VIOLENCE+5. Attacks made with it have a chance to inflict SEVERE BLEEDING, which rapidly drains FLESH over time. Can reroll three dice per turn.)
- SERVICE PISTOL (Can't be an agent without it. ATTACK ROLL: TALENT+3. You may reroll two dice every time you fire this weapon. Uses PISTOL AMMO.)
- 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.)
- EQUIPMENT:
- G-CORP BINOCULARS + BLANK MAP x3 (As the second best explorer besides you, these will allow her to scout out and point out things the group might otherwise not notice. Very useful.)
- GRAPPLING HOOK (It's a grappling hook. Comes with three air canisters. Allows you to reach areas otherwise impossible to access normally. Restores RESTRAINT on use.)
- REINFORCED OIL LANTERN! (Has enough fuel for six 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.)
- GOUGED OUT ROBOT SENSOR (From a robot in a City not of your own. The sheer brutality of how it was destroyed floods you with VIOLENCE. Twice per mission, you may reroll all VIOLENCE dice you roll.)
- INFLIRATION BODYSUIT MODEL #0001 (RELIC ARMOR. A bulky suit made out of rubber and ballistic fibers that has a very rudimentary AI installed. Blocks 1 FLESH and RESTRAINT from all sources. Twice per mission, can turn the wearer semi invisible, granting 2d4 to a stealth check or removing 2 dice from an enemy's attack.)
- CONSUMABLES
- STUNTED SUNSTONE FRAGMENT (Heals 1 FLESH and adds +1d8 to one FLESH/TALENT/VIOLENCE check.)
- AMMO: 6 HOLLOWPOINT PISTOL ROUNDS, 5 PISTOL AMMO
- MISC: CHECKERED FABRIC STRAP. (Only worth as mementos from a mission long since completed.)
- -------
- MAX KRAKATOA [SPECIAL]
- COST: $60. That's it. She'll probably appreciate it if you still brought her with Benjamin but she's fine working with you without him now.
- RAPPORT: 5/8 ("...I want to trust you. Is that a bad thing?")
- FLESH: 5/5 (+1 from BROKEN TRANSMISSION)
- RESTRAINT: 5/7 (+1 from BROKEN TRANSMISSION)
- VIOLENCE: 6 (+2 from FORGOTTEN PENDANT, +1 from BROKEN TRANMISSION)
- TALENT: 5 (+1 from BROKEN TRANSMISSION)
- WILLPOWER: 8 (+1 from BROKEN TRANSMISSION)
- CHARM: 9 (+1 from BROKEN TRANSMISSION)
- COGNIZANCE: 6 (+1 from BROKEN TRANSMISSION, +2 from FORGOTTEN PENDANT)
- CONNECTIONS: 8 (+1 from BROKEN TRANSMISSION)
- BOONS
- [WELL ENDOWED] Her family name is more than enough to pull some favors in the equipment department. Whenever Max joins the party, her inventory will be filled with various pieces of equipment that will help herself and the party out.
- [CORPORATE V.I.P] The mere mention of her family name is enough to make people drop to their knees. Thrice per mission, Max may fully reroll all dice she rolls during a CHARM or CONNECTIONS check. She may also spend a usage to give you an additional +3d6 in a CHARM or CONNECTIONS check you make.
- [CHAOTIC SPARK] PROGRESS: 71/200. Gains +2% when passing a CHARM, CONNECTIONS, or RESTRAINT check, 3% when she uses an ability, 5% whenever her SHELTERED or HATED: CLEANERS BANE activates, 26% when Benjamin gains an ability. At 180%, reset and unlock a new ability.
- ABILITIES:
- OIL SLICK
- -Max can now create shimmering layers of oil that's hard to remove through non-anomalous means.
- -She can spend 1 RESTRAINT to shoot out a glob of oil that coats up to two enemies on a successful CHARM roll. The next time the enemy(s) is hit by a source of FIRE DAMAGE, they take 3 extra FLESH damage.
- -She may also spend 1 RESTRAINT to apply SLICK MOVES status to herself, giving her a 50% dodge rate from all attacks and a +2 TALENT bonus.
- OIL PRINCE
- -Max can transmute various parts of her body into oil, whether to evade her attacks or to slip into areas otherwise impossible to travel to. The RESTRAINT cost scales with how much of her body she transforms.
- -Smaller parts (e.g fingers, teeth, hair) can be altered for free but larger swatches of her body (e.g arms) would cost 1-2 RESTRAINT depending on how much of her body is altered.
- -Full body transmutation would cost 3 and would require a hard CHARM check but functionally grants her intangibility unless what she's getting in or out of is watertight. The aforementioned costs will decrease as she gains experience with the power.
- [UNDYING CURIOSITY] Max will slowly but passively gain permanent stat boosts as she works with you. In future BOON votes, she'll have an additional BOON to pick from. A slow yet steady upgrade.
- [BLOSSOMING HEART] While Max is in the party, you'll find yourself earning more RAPPORT with your allies than normal. She'll also earn 1% extra CHAOTIC SPARK progress from all of her triggers. CHAOTIC SPARK has been adjusted with the new progress amount.
- [BURNING SPIRIT] SHELTERED triggers less frequently with this BOON equipped. In addition, she gains +1 to all STATS while in COMBAT or other HIGH STAKE SITUATIONS.
- BANES
- [HATED: CLEANERS] A rich brat slumming it as a Cleaner is liable to draw ire from other Cleaners. Your allies will tolerate her presence but if you ever encounter other Cleaners or Agents in the field, expect her presence to start shit you need to deescalate.
- [SHELTERED] She's hiding it well but she's not really used to anything outside of her rich lifestyle. She'll be easily thrown off in situations your other allies are used to, such as brawls or anomaly encounters.
- WEAPON:
- DERRINGER (Easily hidden. Has enough ammo for two shots. Rolls TALENT+3 when attacking and uses PISTOL AMMO)
- TASER (Comes with three charges. Spend a charge to roll an extra 2d8 when attacking a mechanical entity or to incapacitate an enemy for one round.)
- UNRELENTING HUNT. A long wooden arrow with a bronze arrow tip. It constantly vibrates, ready to move at a moment's notice. (WEAPON. ATTACK ROLL: FLESH+2. Does incredibly high MENTAL damage on hit and MARKS the target on hit. While marked, the target's location is always known to the user. The user heals a large amount of FLESH and RESTRAINT when they kill a MARKED target.)
- 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.)
- CONSUMABLES:
- STIMPAK x2 (Very expensive healing chem. Can be used to instantly heal a CRIPPLING INJURY or to heal 2 FLESH)
- CAMERA BUG x2 (Hard to spot when applied to something. Allows for remote observation and data gathering)
- FAKE ID (Spend to add +2d6 to a CHARM or CONNECTIONS roll.)
- P-COMPANY MATTER PHASER x2 ("In case we come across someone we DO NOT want to fight". Each has one use. Temporarily alters the molecular structure of walls to allow specific people through while keeping others out. Buys you time if you need to escape.)
- UVX #1 x2 (The original. Boosts MAX FLESH and RESTRAINT by 1 for a short duration.)
- EQUIPMENT:
- HIGH GRADE PICKAXE. (Can be used to break through stone and rock, opening up pathways otherwise inaccessible.)
- IMPLANT DETECTOR. "I know what kind of implants my family and their rivals has." (Will tick when someone with implants approaches or is close by.)
- GAS MASK (Gas Mask, 2 filters, yada yada.)
- FORGOTTEN PENDANT (ODDITY ACCESSORY. When equipped, boosts the two lowest stats of the wearer by 2.)
- CITY DISTRICT MAPS (Maps of the eight main subdistricts you're heading towards + a general overview of M-Company. This will help both you and Kiara out greatly with exploration.)
- EMAG CARD (Has three charges. A charge can be spent to gain access to otherwise electronically locked devices/doors or to irreparably damage electronics without drawing too much attention.)
- EARPIECE (Allows your whole party to communicate with each other even if you split up.)
- H-CORP BRANDED LIGHTER. Insanely powerful for a simple zippo lighter. (Comes with two vials. You can spend a vial to instantly ignite a flammable object or to warp something metallic. Pairs nicely with your power.)
- A-ENERGY REGULATION BRACELET (ACCESSORY. Experimental tech in the form of iron bracelets. Meant to assist SHIFTers with their powers. SHIFTers wearing these gain 3% PROGRESS per RESTRAINT damage taken by any means.)
- ARMOR:
- BROKEN TRANSMISSION (A homemade military officer uniform, tattered with age. A red star is stitched onto the back of it. +1 to ALL stats to the wearer. Has a small chance to negate 2 FLESH damage from RANGED ATTACKS.)
- AMMO:
- 26 PISTOL AMMO
- EXPLOSIVE PISTOL ROUNDS x3 (When attacking, you roll an additional +2d10 (9-10 = 3 successes) and you deal extra splash damage to two random enemies.)
- Q-CORP PISTOL ROUNDS x3 (Has no inherent attack roll bonuses but attacks made with it will damage COGNIZANCE, TALENT, and max RESTRAINT on hit. Good for weakening ranged units or driving people insane.)
- SILVER AMMO x3 (Can be used in any gun. When fired, heals 1 FLESH or RESTRAINT, whichever is lowest)
- PROTOTYPE ANTI-ABNO PISTOL ROUNDS x4 (When attacking an anomaly or anomalous humans, deal 3 extra FLESH and RESTRAINT damage. Inflicts lingering ESOTERIC damage, reducing their max stats.
- GREGORY KRAKATOA [SPECIAL] [NOT NORMALLY HIREABLE.]
- COST: N/A (You can't normally hire him.)
- RAPPORT: 2/8 (He respects you.)
- FLESH: ?
- RESTRAINT: ?
- VIOLENCE: ?
- TALENT: ?
- WILLPOWER: 5
- CHARM: 6
- COGNIZANCE: 5
- CONNECTIONS: 8
- 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.
- [???] ???
- [???] ???
- BANES:
- [INSCURITABLE] You barely have a solid read on him as a person, ability and motive wise. You'll need to observe him more to understand his deal.
- [PLAYING ALONG] He's only following you because you convinced him he had to. You doubt he'll show his true abilities unless absolutely forced to.
- [GRUDGEHOLDER?] ???
- FRANK SMITH [SPECIAL]
- COST: $275
- RAPPORT: 2.5/8 (He holds everyone with contempt at first. He doesn't hate you as much, though!)
- FLESH: 9 (+1 from ETF UNIFORM)
- RESTRAINT: 8 (+1 from ETF UNIFORM)
- VIOLENCE: 8
- TALENT: 7
- WILLPOWER: 7
- CHARM: 1
- CONNECTIONS: 5
- COGNIZANCE: 7
- BOONS
- [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.
- [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.
- BANE
- [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.
- ARMOR:
- ETF UNIFORM (ARMOR. A full tactical uniform with an ammo vest, bullet resistant fabric over every inch, etc etc. +1 MAX FLESH AND RESTRAINT, reduces RESTRAINT and FLESH damage taken by 1.)
- 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.)
- STANDARD ISSUE ETF SIDEARM (ATTACK ROLL: TALENT+3. Consumes PISTOL AMMO. Has a small chance to deal extra FLESH damage against an enemy.)
- STANDARD ISSUE ETF KNIFE (ATTACK ROLL: VIOLENCE+2. Useful if he runs out of ammo.)
- CONSUMABLES:
- GAUZE ROLLS x2 (Can be used to heal 1 FLESH or to temporarily negate a CRIPPLING INJURY)
- 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.)
- SEDATIVE INJECTOR x2 (A small injector filled with a pale blue liquid. Heals 2 RESTRAINT on use and automatically unpanics allies.)
- AMMO: EXPLOSIVE SHOTGUN SLUG AND PISTOL AMMO x2 (Adds 2d10 to an attack roll. Does extra splash damage to enemies.), PISTOL AMMO x6, SHOTGUN SLUG x3
- NAOMI [SPECIAL]
- COST: $180
- RAPPORT: 4/8 ("Hm. You're interesting. I see your potential and I respect it.)
- FLESH: 4 (+1 from MEDIUM QUALITY BODYARMOR.)
- RESTRAINT: 6
- WILLPOWER: 6
- VIOLENCE: 3
- TALENT: 4 (+1 from SPOOK SHADES)
- CHARM: 5
- COGNIZANCE: 7 (+1 from SPOOK SHADES)
- CONNECTIONS: 4
- BOONS
- [AN ARBITER] She has a very easy time reading the people around her and what their true colors are like. While Naomi is in the party, she'll clue you into the abilities of your opponents or potential allies. In addition, she give you clues on which people you can trust or which you can't.
- [MILITARY EXPERIENCE] While she's not a great combatant by herself, her past experiences has molded her into an excellent commander and advisor. Everyone else gains +1 VIOLENCE, +1 RESTRAINT, +1 TALENT, and +1 WILLPOWER while she's in the party. In addition, she may add 2d6 to any roll you or your allies make twice per mission.
- [HALSA REGENERATION] Has four charges per mission. Can spend two to heal 1 FLESH or a CRIPPLING INJURY. Can spend one charge to regain 1 RESTRAINT. Bypasses LINGERING SCARS.
- [OLD SILVER TRAINING] Naomi will naturally blend in to the world around her, vastly reducing how hard stealth and speech checks she personally attempts are. She'll be your own glowie.
- TRAIT
- [SILVER INSTINCTS] Old habits die hard. Naomi delights in the suffering of others, healing RESTRAINT when she sees or causes it, and may know some information and old tricks from her previous life. You're sure the Silver Agents VERY interested in her.
- BANE
- [LINGERING SCARS] The scars covering her body and her old age impacts her ability to recover. Naomi heals 1 less FLESH from all methods of healing and has a higher chance of receiving CRIPPLING INJURIES (which require specialized healing items).
- ARMOR:
- BANDAGE WRAP (Equipped. Hides her scarred face, keeping her CHARM from being penalized)
- Medium Quality Bodyarmor (+1 MAX FLESH while worn, has enough durability to absorb 1 more FLESH.)
- 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.)
- 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.)
- POCKET KNIFE (+1 VIOLENCE when attacking.)
- EQUIPMENT:
- GAS MASK (Does what a gas mask does. Three filters left.)
- METAL DETECTOR (Has three charges, consumes one automatically when searching a cache to find an additional item. Can consume a charge in the field to detect any nearby traps like landmines or tripwires.)
- SPOOK SHADES (+1 COGNIZANCE AND TALENT. Twice per mission, when making a STEALTH or COGNIZANCE check, you may reroll all dice.)
- CONSUMABLE:
- POLISHED SUNSTONE CHUNK (+1 MAX FLESH PERMANENTLY, BOOSTS ALL STATS BY 2 FOR A SHORT DURATION. WILL BE USED WHEN NECESSARY.)
- AMMO COUNT: 7 PISTOL AMMO, 1 SILVER AMMO
- ------
- CASEY SMITH
- COST: $55
- RAPPORT: 4/7 [She sees you as a friend, you know? She trusts you.]
- FLESH: 8/8 (+1 from STARSKY MUSKETEER UNIFORM)
- RESTRAINT: 6/6 (+1 from STARSKY MUSKETEER UNIFORM, +1 from MOONLIGHT RAPIER)
- VIOLENCE: 4
- TALENT: 7 (+1 from STARSKY MUSKETEER UNIFORM)
- WILLPOWER: 7
- CHARM: 7 (+1 from STARSKY MUSKETEER UNIFORM)
- 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), DAEMON IMPLANT (Out of 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.
- [MEATBUG] Casey passively restores her own FLESH over time and is fully immune to most if not all physical-based status effects.
- 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.)
- STARSKY MUSKETEER UNIFORM (ARMOR. +1 MAX FLESH, MAX RESTRAINT, TALENT and CHARM. Blocks 1 FLESH damage from attacks. 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.)
- 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.)
- -------
- CLOVER GUAN [SPECIAL]
- COST: $145
- RAPPORT: 6.5/10 (He trusts your judgement, even when the situation gets dire and morals begin to strain.)
- FLESH: 5/5
- RESTRAINT: 6/6
- VIOLENCE: 4
- TALENT: 9
- WILLPOWER: 5
- CHARM: 6
- CONNECTIONS: 4
- COGNIZANCE: 4
- PARADIGM GIFT: SUGAR CRASH [-3 to FLESH DCs, -2 to VIOLENCE DCs.]
- IMPLANT: RECONSTRUCTOR IMPLANT. (A messy bioaugmenting implant that faintly reeks of death. Has four max charges. Currently has 3 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.)
- BOONS
- [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.)
- [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.
- [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.
- [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.
- [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.
- BANES
- [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.
- WEAPONS:
- WILD REVOLVER (You're pretty sure that's a modified kid's toy. ATTACK ROLL: TALENT*2. Only usable by Clover.)
- POCKET KNIFE (+1 VIOLENCE WHEN ATTACKING)
- ARMOR:
- THICK PONCHO (Has a small chance of blocking melee attacks and a high chance of blocking ranged attacks.)
- CHECKERED SCARF (ACCESSORY. Has a small chance of reducing RESTRAINT damage taken by 1.)
- 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.)
- LIGHTWEIGHT HELMET + SHOULDERPADS (Once per mission, blocks 1 FLESH damage from a ranged attack. Doesn't take up a slot.)
- EQUIPMENT:
- GAS MASK (Does what a gas mask does. Three filters left.)
- EARPIECE (Allows your whole party to communicate with each other even if you split up.)
- 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)
- CONSUMABLES
- 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.)
- 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.)
- 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.)
- WHITE POWDER (Boost VIOLENCE and TALENT by 2 for a short duration and heals 1 RESTRAINT, deals 1 FLESH damage on use.)
- 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.)
- AMMO:
- SILVER AMMO (Can be used in any gun, heals 1 FLESH or RESTRAINT when fired)
- 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.)
- REVOLVER BULLET x11
- HOLLOWPOINT REVOLVER BULLET x1 (Allows the user to reroll four of their dice when fired. Offers no other benefit.)
- CRYSTAL REVOLVER ROUNDS x3 (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.)
- ARMOR PIERCING REVOLVER BULLET (Against armored targets or machines, roll an additional +3d6. Used by J-Corp to deal with high risk targets.)
- 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.)
- 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.)
- -----------
- BENEDICT [SPECIAL]
- COST: You'll GAIN $444 if you hire him. Scales off Adam's RAPPORT.
- RAPPORT: 3.5/8 (He sees you as a friend. Someone who understands him. Gains an upgrade next time you hire him.)
- FLESH: 10
- RESTRAINT: 6 (+1 from MESSHAL APRON)
- VIOLENCE: 11
- TALENT: 5 (+1 from MESSHALL APRON)
- WILLPOWER: 4
- CHARM: 0
- CONNECTIONS: 0
- COGNIZANCE: 3
- STATUS EFFECT
- BOONS:
- [PARTIAL PARADIGM MANIFESTATION] Despite the pain he's in, you can see a spark of determination and focus in his eyes. He has access to three anomalous abilities that you may order him to use. He will also passively use them as the situation demands it.
- -YESTERDAY'S PROMISE: His obsession with perfection and cooking has granted him the ability to grant bizarre powers to the things he creates. As long as he's given materials that can be consumed by a normal human, he will passively produce various items with anomalous potential to them. He may spend 1 RESTRAINT to produce even more powerful items when using this ability.
- -TOMORROW'S REGRET: He must procure his ingredients at any cost. He may spend 1 RESTRAINT to reroll every VIOLENCE, TALENT, or FLESH dice he rolls in a check. He may spend 2 RESTRAINT to heal 3 FLESH to himself or 1 FLESH to an ally."
- -REFINE: Benedict passively 'perfects' any item or object he comes into contact with, increasing the stat bonus provided/damage dealt/protection offered/etc of said item. This includes equipment he uses. Benedict can also spend 1 RESTRAINT to immediately REFINE an object on short notice.
- PROGRESS: 100/250. BENEDICT gains progress from the following actions
- -5% per Corpse he's allowed to harvest from. He may only trigger this once per corpse.
- -7.5% per item created by YESTERYDAY'S PROMISE. He gains an extra +4.5% if he's given anomalous ingredients.
- -10% whenever he heals an ally with TOMORROW'S REGRET.
- -35% whenever Adam takes 3+ FLESH from a single attack or when Adam receives a CRIPPLING INJURY
- [MAN AND MACHINE] His body is meat and metal, taking the best from both words. BENEDICT takes -1 FLESH from all sources and is immune to disease/toxins/suffocation, ignores Crippling Injuries, and heals 1 more from all healing items.
- [TRIM THE FAT] Benedict's blade arm now does minor amounts of ESOTERIC DAMAGE, bypassing all resistances and reducing stats permanently. Benedict is also able to see, sense, and target things that your other allies may not be able to attack or notice.
- BANES:
- [FRACTURED MIND] His mind is falling apart by the second. He will have a hard time communicating with others and he has little memory or knowledge about his life before his transformation. It's also likely he'll randomly take RESTRAINT damage at any given time. Best to keep an eye on his mental state.
- [UNSTABLE PSYCHE] He is just like you. A shattered psyche ready to act out. As his RESTRAINT lowers, he will begin to act out more and more, harming himself and the people around him. He's also VERY prone to outbursts due to his transformation.
- WEAPON:
- BLADE ARM (Permanently equipped. When attacking someone, he always inflicts a CRIPPLING INJURY on them and inflict SEVERE BLEEDING, which passively drains FLESH),
- EQUIPMENT:
- INGRIDENT KIT (Filled to the brim with fresh fruits, meat, and vegetables. Enables YESTERDAY'S PROMISE)
- MESSHALL APRON (+1 MAX RESTRAINT, +1 TALENT, He may offer you a reroll of all of your dice once per mission.)
- CONSUMABLE:
- BOTTLE OF SUGAR PILLS (Has two pills. Each pill offers a random buff depending on the situation Benedict finds himself in. Slightly reduces the chances his BANES activate.)
- WENDY WALKER [???]
- PRICE: ??? (You'll see soon.)
- RAPPORT: 4.5/8 ("I'll try. For you. My better half.")
- FLESH: 5/5 (+2 from HIGH QUALITY BODY ARMOR)
- RESTRAINT: 6
- VIOLENCE: 5 (+1 from HIGH QUALITY BODY ARMOR)
- TALENT: 5
- WILLPOWER: 6
- CHARM: 2
- CONNECTIONS: 6
- COGNIZANCE: 5
- 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.)
- BOONS
- [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.
- [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.
- [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.
- POWER LIST: 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.)
- NEUTRAL TRAIT
- [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.
- BANE
- [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.
- CONSUMABLE
- 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.)
- Moonstone (A W-Corp product that automatically triggers when you would use RESTRAINT for an ability or take RESTRAINT damage. Can block 3 damage.)
- "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.)
- "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.)
- 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.)
- EQUIPMENT:
- IMPROVED GAS MASK (+1 VIOLENCE WHEN SHE WEARS IT. THREE FILTERS LEFT.)
- 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.)
- ARMOR:
- HIGH QUALITY BODY ARMOR (+2 MAX FLESH, +1 VIOLENCE.)
- 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.)
- LIGHTWEIGHT HELMET + SHOULDERPADS (Once per mission, blocks 1 FLESH damage from a ranged attack. Doesn't take up a slot.)
- WEAPON:
- 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.)
- 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.)
- 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.)
- 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.)
- AMMO:
- 2 REVOLVER BULLETS
- 2 HEAVY REVOLVER BULLETS (Always inflicts crippling injuries, does 2 extra flesh damage, has a chance to stun)
- 9 PISTOL AMMO
- 1 SILVER AMMO (heals 1 FLESH or RESTRAINT, whichever is lower)
- 6 ANTI-ABNO ROUNDS (Deals 2 extra FLESH + RESTRAINT damage to abnos. Works on pistols and revolvers.)
- 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 TO HIRE: 35% reduction to your Mission Payout.
- FLESH: 8
- RESTRAINT: 8
- VIOLENCE: 8
- TALENT: 8
- WILLPOWER: 8
- 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.)
- 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.)
- 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.)
- AMMO: PILE OF REVOLVER AMMO x3 (Totals up to 91 ammo.)
- DASHA MOROZOV [???]
- RAPPORT: ???/??? (You'll need more time to interact with her.)
- FLESH: 4
- RESTRAINT: 6
- VIOLENCE: 6
- TALENT: 6
- WILLPOWER: 2 (-4 from FISH OUT OF WATER)
- CHARM: 2 (-4 from FISH OUT OF WATER)
- CONNECTIONS: 0 (LOCKED, though you doubt it was that high of a stat anyways.)
- COGNIZANCE: 5 (-2 from FISH OUT OF WATER)
- BOONS:
- [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
- [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.
- BANES:
- [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.
- [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)
- ARMOR:
- 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)
- 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.)
- WEAPON:
- SERVICE PISTOL (Can't be an agent without it. ATTACK ROLL: TALENT+3. You may reroll two dice every time you fire this weapon.)
- CONSUMABLES:
- 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.)
- STANDARD ISSUE MEDKIT (Has one charge left. One charge can heal 1 FLESH.)
- 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.)
- 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.)
- AMMO:
- 5 PISTOL AMMO
- MISC:
- FAMILY PHOTOGRAPHS (A memento to keep her sane. No other major use aside from keeping Dasha somewhat sane.)
- 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.)
- 1 IODINE TABLET PACK (Purifies water? Not really that useful.)
- VINCENT CRUZ [SPECIAL]
- PRICE: $180
- RAPPORT: 1.5/8 (You did help him a bit but he barely knows you on a personal level.)
- FLESH: 10/10
- RESTRAINT: 10/10
- VIOLENCE: 8
- TALENT: 4
- WILLPOWER: 7
- CHARM: 4
- CONNECTIONS: 8
- COGNIZANCE: 4
- BOONS
- [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.
- [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%.
- [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.
- BANES
- NONE.
- WEAPONS
- -WELL USED HANDAXE (ATTACK ROLL: VIOLENCE+2. Always inflicts the HEAVY BLEEDING injury on use, dealing passive FLESH damage.)
- -'BACKUP OPTION' (RANGED WEAPON. A simple makeshift crossbow. ATTACK ROLL: COGNIZANCE+TALENT.)
- -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.)
- -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.)
- ARMOR/EQUIPMENT
- -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.)
- -GAS MASK
- -NIGHTVISION GOOGLES
- AMMO
- -6 STEEL BOLTS
- CONSUMALES
- -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.)
- -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.)
- -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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