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SHIFTER AND PSYKER EQUALIZER SQUAD

Mar 25th, 2025 (edited)
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  1. LEX
  2. COST: NR (Not relevant anymore.)
  3. 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.)
  4. FLESH: 5/9
  5. RESTRAINT: 5/9 (+1 from NAOMI)
  6. VIOLENCE: 12 (It's likely he autopasses intimidation checks unless severely outmatched or facing an abno. +1 from BRASS KNUCKLES, +1 from NAOMI, rolls 13 when intimidating.)
  7. TALENT: 6 (+1 from NAOMI)
  8. WILLPOWER: 6 (+1 from NAOMI)
  9. CHARM: 3
  10. CONNECTIONS: 3
  11. COGNIZANCE: 3
  12.  
  13. IMPLANT: EVIGT IMPLANT (Heals CRIPPLING INJURIES slowly out of combat. Heals 1 FLESH or RESTRAINT, whatever's lowest, in combat.)
  14.  
  15. PARADIGM GIFT
  16. ANIMALISM! (Lex can now survive one turn in combat at -1 to -9 FLESH. While in this state, he gains +3 to all other stats. He'll enter the CRITICAL STATE with two random CRIPPLING INJURIES after his turn ends.)
  17.  
  18. BOONS
  19. [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.
  20.  
  21. [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.
  22.  
  23. [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.
  24.  
  25. [TORMENTED SPARK] PROGRESS: 105/250. 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.
  26. NEW ABILITY - SANCTIFICATION THROUGH BLOOD.
  27. Lex may spend 2 FLESH and 2 RESTRAINT to apply SANCTIFICATION for a long duration to five allies. Allies affected by SANCTIFICATION take 2 less damage from non-regular damage types [MENTAL, MIXED and ESOTERIC] and they gain +1 to a stat of their choice.
  28.  
  29. [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.
  30.  
  31. [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.
  32.  
  33. BANE:
  34. [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.
  35.  
  36. WEAPONS:
  37. 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.)
  38. 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.)
  39. EMINGTON NIGHTMARE 500 (SHOTGUN. A large, bulky shotgun that obliterates anything in its way. ATTACK ROLL: VIOLENCE*1.25. Attacks made with this weapon do RESTRAINT damage due to how VIOLENT the wounds it inflicts are.)
  40. BOAR KILLING SPEAR (A large spear used in the Old World to kill hardy, hatred pigs. Made out of gemstone reinforced steel by H and W-CORP. ATTACK ROLL: FLESH+5, ignores ALL FLESH PROTECTION [even anomalous]. Has a 50% chance to instakill enemies with 6 or less FLESH.)
  41. CRYO GRENADE x4 (Deals lingering cold damage to enemies, reducing their max FLESH by 2 and their dice amount by 3 permanently. Extra effective against biologicals.)
  42.  
  43. CONSUMABLES:
  44. 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.)
  45. UVX #1 (The original. Boosts MAX FLESH and RESTRAINT by 1 for a short duration.)
  46. 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.)
  47. FLESH OF THE SON (CLASS 2 RELIC CONSUMABLE. A small white cracker that tastes like nothing. Fully heals FLESH, removes all CRIPPLING INJURES or negative status effects, and adds +2d20 to the next dice roll the user makes.)
  48.  
  49. EQUIPMENT:
  50. 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.)
  51. PROTOTYPE #08-13-21-HW (ACESSORY. A glove laced with a variety of unique, risky tech. Allows other SHIFTers to temporarily strengthen a power at the cost of 1 FLESH, 1 RESTRAINT or a +4 increase to a skill check DC.)
  52.  
  53. ARMOR:
  54. 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.)
  55.  
  56. AMMO:
  57. 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)
  58. SHOTGUN SLUG x4
  59. CRYSTAL SHOTGUN SLUGS 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.)
  60. ROCK SALT SHOTGUN SLUGS x3 (A prototype version of ANTI-ANOMALY ROUNDS before anomalies were a thing. Powered by belief. Deals little damage to normal humans but inflicts a massive 12 RESTRAINT damage to anomalies/SHIFTERs. Can damage otherwise impossible to harm anomalies.)
  61. PROTOTYPE ANTI-ABNO SHOTGUN SLUG
  62.  
  63. ---------------------------------------------------------------------------------------------
  64.  
  65. BENJAMIN AARON [SPECIAL]
  66. COST: NR (Not relevant anymore.)
  67. RAPPORT: 6/8 (He really does trusts you. Whether this is a good idea or not, that's up to you to decide.)
  68. STATS:
  69. FLESH: 6/8 (+1 from Z-COMPANY NATURAL FIBER ARMOR)
  70. RESTRAINT: 6/7 (+1 from NAOMI)
  71. VIOLENCE: 4 (+1 from NAOMI)
  72. TALENT: 5 (+1 from NAOMI)
  73. WILLPOWER: 7 (+1 from NAOMI)
  74. CHARM: 7 (+1 from Z-COMPANY ELITE LABCOAT)
  75. CONNECTIONS: 5
  76. COGNIZANCE: 11 (+1 from Z-CORP ELITE LABCOAT)
  77.  
  78. BOONS:
  79. [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
  80.  
  81. [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
  82.  
  83. [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.
  84.  
  85. [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.
  86.  
  87. [CRIMSON SPARK] PROGRESS: 30/200. 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.
  88. ABILITIES:
  89. ASHEN WINGS
  90. -Benjamin can manifest a pair of wings made of smoldering ash for free, though this drains his RESTRAINT over time.
  91. -While his wings are active, Benjamin gains a limited form of flight similar to what Quentin can achieve.
  92. -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.
  93. -He now has lowered DCs when flying and can use firearms while flying as well.
  94. AIM FOR THE EYES
  95. -For 1 RESTRAINT, Benjamin can attempt a special COGNIZANCE check on a person or object.
  96. -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.
  97. PROTECTIVE ASH
  98. -Only requires a WILLPOWER check to apply. Lasts a medium duration.
  99. -The ash grants 2 RESTRAINT damage reduction, complete immunity to fire and cold damage, and +3d4 to FLESH and RESTRAINT rolls the user makes.
  100.  
  101. [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.
  102.  
  103. BANES:
  104. [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
  105.  
  106. [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
  107.  
  108. IMPLANT:
  109. "VYDRŽAŤ" IMPLANT (Has no passive ability, here as a reminder he sounds as a SILVER IMPLANT user.)
  110. スピード IMPLANT x2 (The user can make a variable COGNIZANCE check to boost their TALENT by 4 for a short duration.)
  111.  
  112. EQUIPMENT:
  113. 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.
  114. 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.
  115. Leather Gloves. Cool but nothing else. (Grants him very minor RESTRAINT generation.)
  116. Earpiece (Allows for communication with other allies with ear pieces.)
  117. Z-Company Elite Labcoat. (ACCESSORY. +1 CHARM and COGNIZANCE while equipped. Benjamin produces 1d5 whenever he's asked to produce a drug for you.)
  118. Gas Mask (Has two filters. It's a gas mask. What do you expect?)
  119. 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.)
  120. NIGHT VISION GOOGLES. Useful for exploring abandoned buildings. (Allows you to see in the dark and improves passive perception. Takes up an accessory slot.)
  121. 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.)
  122. >A-ENERGY SIPHON BOMB (A barely held together piece of tech. Ready to explode at any moment. When used, any SHIFTers, ANOMALIES or PARADIGMS caught in its explosion lose their powers and/or anomalous properties for one update.)
  123. >MATTER LOCK #0-10-4 x2 (A heavy grey block with 'MATTER LOCK' scribbled on the side. Consumed on use. Protects a 4 foot by 4 foot space of area from any erasure-based effects but prevents you from attacking while inside.)
  124.  
  125. ARMOR:
  126. 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.)
  127.  
  128. CONSUMABLE:
  129. 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.)
  130. 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.)
  131. "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.)
  132. DEADMAN'S SHIFT SUPPLEMENT (An off-yellow pill that reeks of sweat, energy drinks, and cigarette smoke. Boosts CONNECTIONS/CHARM/COGNIZANCE by 2 for a medium duration and boosts TALENT by 1 for a very long duration. Side effects may still apply.)
  133. DARK ROAST DELUXE (Canned iced coffee. Said to be made from beans that have never been exposed to sunlight. When used, adds +3d10 to the next COGNIZANCE or WILLPOWER check the user makes.)
  134.  
  135. WEAPON
  136. 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.)
  137. 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.)
  138. 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.)
  139. CRYO GRENADE x4 (Deals lingering cold damage to enemies, reducing their max FLESH by 2 and their dice amount by 3 permanently. Extra effective against biologicals.)
  140.  
  141. AMMO:
  142. 3 STEEL BOLTS (Usable by LOST IN TIME or any other automatic crossbow.)
  143. 2 Q-CORP STEEL BOLTS (Same as above but also damages COGNIZANCE, TALENT, and MAX RESTRAINT on hit.)
  144. ANTI-MATERIAL ROUND x8
  145. ANTI-ANOMALY ANTI-MATERIAL ROUND x3
  146. 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.)
  147.  
  148. ---------------------------------------------------------------------------------------------
  149.  
  150. MARUYAMA DAIDO
  151. COST: NR (Not relevant anymore.)
  152. RAPPORT: 4.5/7 (He sees you as a close friend now.)
  153. STATS:
  154. FLESH: 5/5 (+2 from STEADFAST RESOLVE)
  155. RESTRAINT: 9/9 (+1 from SILVER TRILBY, +1 from HEADBAND OF VICTORY, +1 from NAOMI)
  156. VIOLENCE: 6 (+1 from HEADBAND OF VICTORY, +1 from NAOMI)
  157. TALENT: 3 (+1 from NAOMI)
  158. WILLPOWER: 6 (+1 from SILVER TRILBY, +1 from NAOMI)
  159. CHARM: 7 (+1 from T-CORP TIMEPIECE, +1 from CRYSTALLINE SUIT AND TIE)
  160. COGNIZANCE: 6 (+1 from CRYSTALLINE SUIT AND TIE, +1 from SILVER TRILBY)
  161. CONNECTIONS: 7 (+1 from CRYSTALLINE SUIT AND TIE)
  162.  
  163. IMPLANT:
  164. DEVOTED WORKER MINDSET IMPLANT. (An implant that prevents any mental stress or influence from stopping your GRINDSET. Twice per mission, the user may reroll all dice in a COGNIZNACE/WILLPOWER/CHARM check they make.)
  165. EVIGT IMPLANT (Heals CRIPPLING INJURIES slowly out of combat. Heals 1 FLESH or RESTRAINT, whatever's lowest, in combat.)
  166.  
  167. STATUS EFFECT: SOFT GAZE [The eye has blessed Maruyama. He has minor RESTRAINT regen for an unknown duration.]
  168.  
  169. BOONS:
  170. [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.
  171.  
  172. [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:
  173. -Regain 1 FLESH
  174. -Regain 1 RESTRAINT
  175. -Add 2d6 to a roll he makes (+1d6 when assisting on a skillcheck)
  176.  
  177. [LATENT SPARK] PROGRESS: 6/175
  178. 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. He has a new ability too, will be marked once its voted upo what it'll be.
  179.  
  180. ABILITY (TIME ACCELERATION is just part of his sword) -
  181. TEMPORAL REWIND
  182. Maruyama may spend 1 RESTRAINT to return an inanimate object to the state it was in roughly 10 to 15 seconds ago. Sounds weak but Maruyama could use this creatively in the BASE ASSAULT.
  183.  
  184. TEMPORAL JAM
  185. Maruyama may spend 2 RESTRAINT to create a sphere of slowed time around a nearby object. Everything moves slower within the radius of the object except for Maruyama. Good for buying time.)
  186.  
  187. MARUYAMA gains progress from the following actions
  188. +0.5% whenever he passes ANY skillcheck he's a part of.
  189. +5% whenever he uses his TIME ACCELERATION ability.
  190. +10.5% whenever STEADFAST RESOLVE triggers
  191. +25.5% whenever he joins a mission.
  192.  
  193. [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.
  194.  
  195. BANES:
  196. [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.
  197.  
  198. WEAPONS:
  199. 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. Does high FLESH damage to biological enemies due to it rapidly rotting and aging anything it hits.
  200. GLOCK 83 (FIREARM. A standard issue firearm for security guards and police. ATTACK ROLL: VIOLENCE+3. Uses PISTOL AMMO. A gun good for Benedict or Maruyama since your other allies have better guns.)
  201. CRYO GRENADE x4 (Deals lingering cold damage to enemies, reducing their max FLESH by 2 and their dice amount by 3 permanently. Extra effective against biologicals.)
  202.  
  203. EQUIPMENT:
  204. HEADBAND OF VICTORY (ACCESSORY. +1 MAX RESTRAINT and VIOLENCE while worn.)
  205. 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.)
  206. CRYSTALLINE SUIT AND TIE (Befitting for a business man like Maruyama. Boosts CHARM, COGNIZANCE and CONNECTIONS by 1.)
  207. SILVER TRILBY (ACCESSORY. +1 MAX RESTRAINT, COGNIZANCE, and WILLPOWER when worn. Looks cool, even if you look like a jackass wearing it. Might be best for Maruyama considering his weapon whenever you hire him again.)
  208. 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.)
  209.  
  210. ARMOR:
  211. REINFORCED BULLETPROOF VEST (ARMOR. Reduces all ranged attack FLESH damage by 4, reduces FLESH damage taken by other sources by 1.)
  212. BULLETPROOF VEST (ARMOR. Reduces all ranged attack damage by 1 and has a small chance to outright negate it. Kept as backup.)
  213. FORGOTTEN BY TIME (PARADIGM ARMOR. Renders the user immune to ESOTERIC and MIXED damage but offers no protection otherwise. Best used for fighting abstract anomalies.)
  214.  
  215. CONSUMABLES
  216. EVE'S ENLIGHTENED RESPITE (An ultramarine blue pill that inspires reverence to anyone who sees it. When consumed, boosts max RESTRAINT by 2 for a long duration, grants an incredibly potent RESTRAINT regeneration for a medium duration, and blocks the next 3 RESTRAINT damage the user would take by any means. Side effects may still apply.)
  217. JOYVEL V2 PILL BOTTLE (Small orange pill bottles filled with light yellow pills. 10 pills per bottle. Heals 1 RESTRAINT per pill.)
  218. >T-COMPANY TEMPORAL REWINDER v2 (Has a 50% chance to be consumed on use. Rerolls ALL 1 and 2s rolled by you or allies and ALL 5, 6, 7 or 8s rolled by enemies.)
  219. >T-COMPANY MEMORY REWINDER (Has a 50% chance to be consumed on use. Can be used to revert up to 4 RESTRAINT healed or spent by a target. Helps to keep your enemies insane and your allies sane.)
  220.  
  221. AMMO
  222. PROTOTYPE ANTI-ABNO PISTOL ROUNDS x5 (When attacking an anomaly or anomalous humans, deal 3 extra FLESH and RESTRAINT damage. Inflicts lingering ESOTERIC damage, reducing their max stats.)
  223. SILVER BULLETS x5 (Can be used in any gun. When fired, heals 1 FLESH or RESTRAINT, whichever is lowest)
  224.  
  225. ----------------------------------------------------------------------------
  226.  
  227. MAX KRAKATOA [SPECIAL]
  228. COST: NR (Not relevant anymore.)
  229. RAPPORT: 5/8 ("...I want to trust you. Is that a bad thing?")
  230. FLESH: 6 (+1 from BROKEN TRANSMISSION, +1 from BURNING SPIRIT)
  231. RESTRAINT: 5/9 (+1 from BROKEN TRANSMISSION, +1 from BURNING SPIRIT, +1 from NAOMI)
  232. VIOLENCE: 8 (+2 from FORGOTTEN PENDANT, +1 from BROKEN TRANMISSION, +1 from BURNING SPIRIT, +1 from NAOMI)
  233. TALENT: 7 (+1 from BROKEN TRANSMISSION, +1 from BURNING SPIRIT, +1 from NAOMI)
  234. WILLPOWER: 10 (+1 from BROKEN TRANSMISSION, +1 from BURNING SPIRIT, +1 from NAOMI)
  235. CHARM: 11 (+1 from BROKEN TRANSMISSION, +1 from BURNING SPIRIT)
  236. COGNIZANCE: 7 (+1 from BROKEN TRANSMISSION, +2 from FORGOTTEN PENDANT, +1 from BURNING SPIRIT)
  237. CONNECTIONS: 10 (+1 from BROKEN TRANSMISSION, +1 from BURNING SPIRIT)
  238.  
  239. IMPLANT: MIŁOŚĆ IMPLANT (The user may add (CONNECTIONS or CHARM/3) d8s to any skillcheck they make but this ability goes on a long cooldown upon being used.)
  240.  
  241. BOONS
  242. [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.
  243.  
  244. [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.
  245.  
  246. [CHAOTIC SPARK] PROGRESS: 157/200. 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 200%, reset and unlock a new ability.
  247. ABILITIES:
  248. OIL SLICK
  249. -Max can now create shimmering layers of oil that's hard to remove through non-anomalous means.
  250. -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.
  251. -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.
  252. OIL PRINCE
  253. -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.
  254. -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.
  255. -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.
  256.  
  257. [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.
  258.  
  259. [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.
  260.  
  261. [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. Permanently on during the BASE ASSAULT.
  262.  
  263. BANES
  264. [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.
  265.  
  266. [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.
  267.  
  268. WEAPON:
  269. DERRINGER (Easily hidden. Has enough ammo for two shots. Rolls TALENT+3 when attacking and uses PISTOL AMMO)
  270. 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.)
  271. 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.)
  272. 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.)
  273. CRYO GRENADE x4 (Deals lingering cold damage to enemies, reducing their max FLESH by 2 and their dice amount by 3 permanently. Extra effective against biologicals.)
  274.  
  275. CONSUMABLES:
  276. STIMPAK x4 (Very expensive healing chem. Can be used to instantly heal a CRIPPLING INJURY or to heal 2 FLESH)
  277. 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.)
  278. UVX #1 x2 (The original. Boosts MAX FLESH and RESTRAINT by 1 for a short duration.)
  279. >T-COMPANY BODY REWINDER. (Has a 50% chance to be consumed on use. Can be used to erase 1d2 CRIPPLING INJURIES or to restore a missing limb.)
  280.  
  281. EQUIPMENT:
  282. HIGH GRADE PICKAXE. (Can be used to break through stone and rock, opening up pathways otherwise inaccessible.)
  283. 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.)
  284. GAS MASK (Gas Mask, 2 filters, yada yada.)
  285. FORGOTTEN PENDANT (ODDITY ACCESSORY. When equipped, boosts the two lowest stats of the wearer by 2.)
  286. 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.)
  287. EMAG CARD (Has two 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.)
  288. EARPIECE (Allows your whole party to communicate with each other even if you split up.)
  289. 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.)
  290. 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.)
  291. B-CORP THREAT EVALUATOR (A small collar worn around the neck. Has a highly advanced security AI inside. Will start beeping when the person and their allies are in immediate danger. It will list off its proximity and its general strengths.)
  292.  
  293. ARMOR:
  294. 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.)
  295.  
  296. AMMO:
  297. 100 PISTOL AMMO
  298. EXPLOSIVE PISTOL ROUNDS x7 (When attacking, you roll an additional +2d10 (9-10 = 3 successes) and you deal extra splash damage to two random enemies.)
  299. Q-CORP PISTOL ROUNDS x2 (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.)
  300. SILVER AMMO x8 (Can be used in any gun. When fired, heals 1 FLESH or RESTRAINT, whichever is lowest)
  301. 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.
  302.  
  303. ------------------------------------------------------------------------------------------------------------------------------
  304.  
  305. BENEDICT [SPECIAL]
  306. COST: NR (Not relevant anymore.)
  307. RAPPORT: 3.5/8 (He sees you as a friend. Someone who understands him. Gains an upgrade next time you hire him.)
  308. FLESH: 10/11 (+1 from BLOODSTAINED FIREMAN OUTFIT)
  309. RESTRAINT: 6/7 (+1 from MESSHAL APRON, +1 from NAOMI)
  310. VIOLENCE: 13 (+1 from BLOODSTAINED FIREMAN OUTFIT, +1 from NAOMI)
  311. TALENT: 6 (+1 from MESSHALL APRON, +1 from NAOMI))
  312. WILLPOWER: 6 (+1 from NAOMI)
  313. CHARM: 3
  314. CONNECTIONS: 0
  315. COGNIZANCE: 4
  316.  
  317. STATUS EFFECT
  318.  
  319. BOONS:
  320. [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.
  321. -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.
  322. -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."
  323. -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.
  324. -ELECTRIC SURGE: Benedict may surge his body with electrical power at will. While in this state, all of his stats are improved by 1 and his attacks have a high chance of stunning and/or dealing heavy BURN/ELECTRIC damage to enemies. His FLESH and RESTRAINT drain while he's in this state.
  325. PROGRESS: 82/275. BENEDICT gains progress from the following actions
  326. -5% per Corpse he's allowed to harvest from. He may only trigger this once per corpse.
  327. -7.5% per item created by YESTERDAY'S PROMISE. He gains an extra +4.5% if he's given anomalous ingredients.
  328. -10% whenever he heals an ally with TOMORROW'S REGRET.
  329. -35% whenever Adam takes 3+ FLESH from a single attack or when Adam receives a CRIPPLING INJURY
  330.  
  331. [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.
  332.  
  333. [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.
  334.  
  335. [PARADIGM SHIFTING] Benedict's banes will trigger less frequently and his abilities will have a 50% chance to not cost any RESTRAINT to use.
  336.  
  337. BANES:
  338. [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.
  339.  
  340. [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.
  341.  
  342. WEAPON:
  343. BLADE ARM (Permanently equipped. When attacking someone, he always inflicts a CRIPPLING INJURY on them and inflict SEVERE BLEEDING, which passively drains FLESH)
  344. GLOCK 83 (FIREARM. A standard issue firearm for security guards and police. ATTACK ROLL: VIOLENCE+3. Uses PISTOL AMMO. He may have trouble reloading it but, frankly, your other allies just don't need this?)
  345. CRYO GRENADE x4 (Deals lingering cold damage to enemies, reducing their max FLESH by 2 and their dice amount by 3 permanently. Extra effective against biologicals.)
  346.  
  347. EQUIPMENT:
  348. INGRIDENT KIT (Filled to the brim with fresh fruits, meat, and vegetables. Enables YESTERDAY'S PROMISE)
  349. MESSHALL APRON (+1 MAX RESTRAINT, +1 TALENT, He may offer you a reroll of all of your dice once per mission.)
  350. BLOODSTAINED FIREMAN OUTFIT (ODDITY ARMOR. An old set of fireman protective equipment caked in ashes and blood. +1 MAX FLESH and VIOLENCE while worn, renders the user IMMUNE to any amount of fire-based damage.)
  351. 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.)
  352.  
  353. CONSUMABLE:
  354. 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.)
  355. FLESH OF THE SON (CLASS 2 RELIC CONSUMABLE. A small white cracker that tastes like nothing. Fully heals FLESH, removes all CRIPPLING INJURES or negative status effects, and adds +2d20 to the next dice roll the user makes.)
  356. LALILU BRANDED PILL (From W-Company. Immediately snaps a target out of a panic attack and heals their RESTRAINT by 3.)
  357. EVE'S ENLIGHTENED RESPITE (An ultramarine blue pill that inspires reverence to anyone who sees it. When consumed, boosts max RESTRAINT by 2 for a long duration, grants an incredibly potent RESTRAINT regeneration for a medium duration, and blocks the next 3 RESTRAINT damage the user would take by any means. Side effects may still apply.)
  358.  
  359. AMMO
  360. PISTOL AMMO x5 (Used for pistols. Duh.)
  361. ANTI-ANOMALY ROUND x5 (When hitting an anomaly or a person with anomalous abilities with one, the target takes 2 extra FLESH and RESTRAINT damage.)
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