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B5 SQUAD

May 23rd, 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: 18
  5. RESTRAINT: 15
  6. VIOLENCE: 16
  7. TALENT: 8
  8. WILLPOWER: 6
  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: 196/280. 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.  
  27. ABILITIES -
  28. SANCTIFICATION THROUGH BLOOD.
  29. -Lex may spend 2 FLESH and 2 RESTRAINT to apply SANCTIFICATION for a long duration to five allies.
  30. -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.
  31.  
  32. COMBAT CRYSTALIZATION
  33. -Lex may choose two weapons to imbue with anomalous properties. This is free but only two weapons may be imbued at any given time
  34. -This weapon heals its user 1 FLESH or 1 RESTRAINT, whichever is lower, on hit or when the user passes a FLESH/TALENT/VIOLENCE check. Anyone can use this weapon.
  35. -Lex may spend 2 FLESH or 1 RESTRAINT to CRYSTALIZE a weapon or piece of armor. CRYSTALIZED weapons deal 5 extra MENTAL damage on hit while CRYSTALIZED ARMOR provides passive damage reflection (min 1 FLESH + RESTRAINT, based on damage taken) on hit. Only two items can be CRYSTALIZED at any time.
  36.  
  37. THICKER THAN WATER
  38. -Lex is able to instinctually control the veins in his body and the fluids they transport. He can quickly resupply injured allies with blood and EVIGT IMPLANT fluid to rapidly heal the RESTRAINT and FLESH of his allies.
  39. -He may also share any drug-based STAT BUFF he has via this power.
  40. -There is no FLESH or RESTRAINT cost to this ability. Up to 10 allies may be targeted by this ability.
  41. -While active, he takes 6 more FLESH and RESTRAINT damage from all sources (his veins are a MASSIVE weakspot)
  42.  
  43. DE/REATTACH
  44. -He can also use his veins to quickly dismantle and reattach his limbs.
  45. -It costs 2 FLESH to do so with injured limbs but none for healthy limbs.
  46. -He can still control his limbs while detached. You're 90% sure he's going to use this to literally throw a punch at someone.
  47.  
  48. [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.
  49.  
  50. [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.
  51.  
  52. BANE:
  53. [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.
  54.  
  55. WEAPONS:
  56. 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.)
  57. 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.)
  58. 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.)
  59. 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.)
  60. 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.)
  61.  
  62. CONSUMABLES:
  63. 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.)
  64. 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.)
  65.  
  66. EQUIPMENT:
  67. 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.)
  68.  
  69. ARMOR:
  70. 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.)
  71.  
  72. AMMO:
  73. DRAGONFIRE SHOTGUN BUCKSHOT x2 (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)
  74. SHOTGUN SLUG x2
  75. CRYSTAL SHOTGUN SLUGS x4 (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.)
  76. ROCK SALT SHOTGUN SLUGS x2 (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.)
  77. PROTOTYPE ANTI-ABNO SHOTGUN SLUG
  78.  
  79. --------------------------------------------
  80.  
  81. MARUYAMA DAIDO
  82. COST: NR (Not relevant anymore.)
  83. RAPPORT: 7/7 ("We're going to live forever. I'm not leaving you behind.")
  84. STATS:
  85. FLESH: 32/32 (+27 from STEADFAST RESOLVE)
  86. RESTRAINT: 32/32 (+22 from STEADFAST RESOLVE)
  87. VIOLENCE: 8
  88. TALENT: 13
  89. WILLPOWER: 17
  90. CHARM: 7
  91. COGNIZANCE: 7
  92. CONNECTIONS: 7
  93.  
  94. IMPLANT:
  95. 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.)
  96. EVIGT IMPLANT (Heals CRIPPLING INJURIES slowly out of combat. Heals 1 FLESH or RESTRAINT, whatever's lowest, in combat.)
  97.  
  98. STATUS EFFECT: SOFT GAZE [The eye has blessed Maruyama. He has minor RESTRAINT regen for an unknown duration.]
  99.  
  100. BOONS:
  101. [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.
  102.  
  103. [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:
  104. -Regain 1 FLESH
  105. -Regain 1 RESTRAINT
  106. -Add 2d6 to a roll he makes (+1d6 when assisting on a skillcheck)
  107.  
  108. [LATENT SPARK] PROGRESS: ?????!!!!!
  109. 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.
  110.  
  111. ABILITY (TIME ACCELERATION is just part of his sword) -
  112. TEMPORAL REWIND
  113. Maruyama may 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. He may spend 2 RESTRAINT or 1 FLESH to rewind an item to how it was two minutes ago.
  114.  
  115. TEMPORAL JAM
  116. Maruyama may 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. He may spend 2 RESTRAINT to massively increase the field of effect.
  117.  
  118. YIELD YOUR FLESH
  119. -Maruyama may choose to massively empower his PARADIGM blade for a medium duration. He may spend 3 RESTRAINT to extend it to a very long duration.
  120. -While empowered, his BLADE's attack roll is WILLPOWER+COGNIZANCE+4, deals mixed damage, and has a 75% chance to reflect any attack.
  121. -If he were to take 4 FLESH damage in combat, his attack roll becomes WILLPOWER+COGNIZANCE+5 and he rolls d9s when attacking.
  122.  
  123. ROSE TINTED PAST
  124. -Randomly, objects from the past will manifest around Maruyama. These objects will be based on Maruyama's emotional state and by proxy his RESTRAINT.
  125. -Higher RESTRAINT means healing/supportive items (medical items, stat boosters, tech), lower RESTRAINT means offensive items like ammo or explosives.
  126. -Maruyama may spend 2 FLESH and 2 RESTRAINT to manifest 1d3+1 items from someone's past. This item will always be significant and powerful to the person in question. If he chooses not to spend RESTRAINT/FLESH, only one will be selected.
  127.  
  128. MARUYAMA gains progress from the following actions
  129. +0.5% whenever he passes ANY skillcheck he's a part of.
  130. +5% whenever he uses his TIME ACCELERATION ability.
  131. +10.5% whenever STEADFAST RESOLVE triggers
  132. +25.5% whenever he joins a mission.
  133.  
  134. [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.
  135.  
  136. [HEROIC SPIRIT] Similar to Anderson's FOR THE CAUSE BOON but it applies to both FLESH and RESTRAINT. The cost for ignoring death/insanity is -7 MAX FLESH or RESTRAINT.
  137.  
  138. [IN HIS PRIME] Replaces PAST HIS PRIME. His TALENT and WILLPOWER are no longer penalized and he receives no penalty from having low FLESH.
  139.  
  140. BANE:
  141. NONE
  142.  
  143. WEAPONS:
  144. 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.
  145. 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.)
  146. 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.)
  147.  
  148. EQUIPMENT:
  149. HEADBAND OF VICTORY (ACCESSORY. +1 MAX RESTRAINT and VIOLENCE while worn.)
  150. 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.)
  151. CRYSTALLINE SUIT AND TIE (Befitting for a business man like Maruyama. Boosts CHARM, COGNIZANCE and CONNECTIONS by 1.)
  152. 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.)
  153. 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.)
  154.  
  155. ARMOR:
  156. REINFORCED BULLETPROOF VEST (ARMOR. Reduces all ranged attack FLESH damage by 4, reduces FLESH damage taken by other sources by 1.)
  157. BULLETPROOF VEST (ARMOR. Reduces all ranged attack damage by 1 and has a small chance to outright negate it. Kept as backup.)
  158. 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.)
  159.  
  160. CONSUMABLES
  161. JOYVEL V2 PILL BOTTLE (Small orange pill bottles filled with light yellow pills. 10 pills per bottle. Heals 1 RESTRAINT per pill.)
  162. >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.)
  163. >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.)
  164.  
  165. AMMO
  166. 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.)
  167. SILVER BULLETS x4 (Can be used in any gun. When fired, heals 1 FLESH or RESTRAINT, whichever is lowest)
  168.  
  169. ----------------------
  170.  
  171. BENEDICT [SPECIAL]
  172. COST: NR (Not relevant anymore.)
  173. RAPPORT: 8/8 (He sees you as a friend. Someone who understands him.)
  174. FLESH: 22
  175. RESTRAINT: 14
  176. VIOLENCE: 21
  177. TALENT: 11
  178. WILLPOWER: 7
  179. CHARM: 5
  180. CONNECTIONS: 5
  181. COGNIZANCE: 5
  182.  
  183. PARADIGM GIFT: PLASMACORE E-6 (You are far more resistant to low/no oxygen, contaminated air and sub-zero temperatures [including cryogenic weapons]. You gain a +4d8 bonus to FLESH checks involving those conditions and +1d8 to all other FLESH checks)
  184.  
  185. BOONS:
  186. [PEFECTED SPARK] He's a human again. He has full control over his powers now. Benedict has a deeper understanding on the anomalous given his month-long bout of madness. On top of his abilities, Benedict gains +8 to all stats when dealing with a SHIFTER or ANOMALY.
  187. -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.
  188. -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."
  189. -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.
  190. -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.
  191. -COLD STORAGE: Mildly influenced by his new gift. BENEDICT may spend 2 RESTRAINT to rapidly freeze the air around himself, creating small pockets of frozen air. This air reflects small caliber bullets back at enemies and enemies nearby him take rapid CRYOGENIC damage [similar effect to CRYO GRENADES]
  192. BEST SERVED COLD: Benedict can transform his armblade back into a regular human arm. This removes his ARMBLADE weapon, obviously, dampening his combat ability. Anything Benedict comes into contact with his human arm is 'frozen'. 'Frozen' items lose their ability to function proper. When a SHIFTer is touched, they lose access to all of their abilities. Items or SHIFTers 'frozen' this way quickly regain their function. The 'frozen' status lasts for a short duration. Shifting between BLADE and HUMAN ARM is free but after every swap, the ability to swap is put on a short cooldown.
  193.  
  194. PROGRESS: N/R. BENEDICT gains progress from the following actions
  195. -5% per Corpse he's allowed to harvest from. He may only trigger this once per corpse.
  196. -7.5% per item created by YESTERDAY'S PROMISE. He gains an extra +4.5% if he's given anomalous ingredients.
  197. -10% whenever he heals an ally with TOMORROW'S REGRET.
  198. -35% whenever Adam takes 3+ FLESH from a single attack or when Adam receives a CRIPPLING INJURY
  199.  
  200. [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.
  201.  
  202. [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.
  203.  
  204. [PERFECTED SHIFTER] He's a human again. He has full control over his powers now. Benedict does not count as an anomalous human to any anti-anomaly weapons or abilities. In addition, his abilities have a 80% chance to cost nothing.
  205.  
  206. [WILLING TO FAIL] - Simple and to the point. Benedict heals 1 FLESH or RESTRAINT every time he rolls 5 1s. He accepts failure as a part of his life now.
  207.  
  208. BANES:
  209. NONE
  210.  
  211. WEAPON:
  212. BLADE ARM (Can be equipped at will. ATTACK ROLL: VIOLENCE. When attacking someone, he always inflicts a CRIPPLING INJURY on them and inflict SEVERE BLEEDING, which passively drains FLESH. Rolls d7s when attacking.)
  213. 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?)
  214. 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.)
  215.  
  216. EQUIPMENT:
  217. INGRIDENT KIT (Filled to the brim with fresh fruits, meat, and vegetables. Enables YESTERDAY'S PROMISE)
  218. MESSHALL APRON (+1 MAX RESTRAINT, +1 TALENT, He may offer you a reroll of all of your dice once per mission.)
  219. 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.)
  220. 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.)
  221.  
  222. CONSUMABLE:
  223. 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.)
  224. LALILU BRANDED PILL (From W-Company. Immediately snaps a target out of a panic attack and heals their RESTRAINT by 3.)
  225.  
  226. AMMO
  227. PISTOL AMMO x2 (Used for pistols. Duh.)
  228. 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.)
  229.  
  230. -------------------------------------------------------
  231.  
  232. OTTO FOXTROT [SPECIAL]
  233. RAPPORT: 14/14 (You've shown your worth to him time and time and time again.)
  234. COST: NR (Not Relevant anymore.)
  235. FLESH: 15
  236. RESTRAINT: 13 (+1 from NAOMI)
  237. VIOLENCE: 13 (+1 from NAOMI)
  238. TALENT: 14 (+1 from NAOMI)
  239. WILLPOWER: 13 (+1 from NAOMI)
  240. CHARM: 12
  241. CONNECTIONS: 20
  242. COGNIZANCE: 12
  243.  
  244. BOONS
  245. [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.
  246.  
  247. [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.
  248.  
  249. [MISSION CONTROL] He is your boss and he's willing to command your allies on your behalf. All allies roll an extra d6 on any roll they make while he's in the party.
  250.  
  251. [EMERGENCY OPTION] ???. Consumed on use. He'll only use this if worst comes to worst. He has ties to people in the highest rungs of the City...
  252.  
  253. BANES
  254. [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.
  255.  
  256. [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.
  257.  
  258. WEAPON:
  259. FOXTROT BRANDED REVOLVER (Only usable by Otto. ROLL: TALENT*2.5, rounding up. Has a high chance to restore 2 RESTRAINT when fired.)
  260. ARCHBISHOP PISCIS' BATON (CLASS 3 RELIC WEAPON. Made by the Archbishop of ultraviolence. ATTACK ROLL: VIOLENCE+FLESH. Attacks dealt with this weapon deal ESOTERIC DAMAGE that permanently lowers enemy stats on hit and has a high chance of inflicting CRIPLPING INJURES. Has a small chance to inflict CRIPPLING INJURIES and RESTRAINT damage to user.)
  261.  
  262. ARMOR:
  263. 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.)
  264. CRITICAL STATE NEGATOR (A simple drug delivering mechanism worn under the sleeve. Once per mission, when an ally would reach CRITICAL STATE, heal them to full and boost MAX FLESH by 1 for the rest of mission.)
  265.  
  266. CONSUMABLES:
  267. UVX #58 x2 (Most of it has expired but there may still be some potential in it. Heals 3 FLESH and heals a CRIPPLING INJURY on use at the cost of RESTRAINT drain while active.)
  268.  
  269. AMMO: PILE OF REVOLVER AMMO (Totals up to 75 ammo.)
  270.  
  271. ------------------------------------------------------
  272.  
  273. ANDERSON
  274. RAPPORT: ??/??
  275. FLESH: 17
  276. RESTRAINT: 17
  277. VIOLENCE: 17
  278. TALENT: 17
  279. WILLPOWER: 17
  280. COGNIZANCE: 17
  281. CHARM: 17
  282. CONNECTIONS: 17
  283.  
  284. BOONS
  285. [REVOLUTIONARY SPARK] This man is a SHIFTer, you know that for certain now. It seems his ability allows him to copy other SHIFTer abilities. He currently has [TOXIC RESISTANCE]. Explains why he doesn't need a hazmat suit. PROGRESS: ????/1500.
  286.  
  287. [FOR THE CAUSE!] Anderson refuses to die. Not now. Not ever. If Anderson's FLESH ever hits 0, it heals to full and he takes 5 RESTRAINT damage and a random CRIPPLING INJURY.
  288.  
  289. [UNBREAKABLE WILL] Anderson refuses to give up. Not now, not ever. Anderson rolls d10s on any WILLPOWER and RESTRAINT check he's a part of. Once per mission, he may autopass a WILLPOWER/RESTRAINT check on behalf of an ally.
  290.  
  291. INVENTORY
  292. -MOLOTOV COCKTAIL x7 (+3d10 to any attack roll, deals lingering fire damage.)
  293. -AWAKE FROM YOUR NIGHTMARE (THe gun you just gave him. The most powerful gun in the City. ATTACK ROLL: (VIOLENCE+WILLPOWER)*5.5 when fired, VIOLENCE+6 otherwise. Rolls d20s when fired. Can only be fired once.)
  294. -INK RAPIER (PARADIGM WEAPON. A rapier made out of dripping, liquid ink. ATTACK ROLL: WILLPOWER*1.5, deals MIXED damage to any enemy hit by it. Has a 15% chance to parry any ranged attack. Can be destroyed easily but reforms slowly over time.)
  295. -ETF UNIFORM [MODIFIED] (Blocks 3 RESTRAINT and FLESH damage from all sources. No other stats.)
  296.  
  297. ------------------------
  298. ADAM BORRELLI [SPECIAL]
  299. COST: $85
  300. RAPPORT: 8/8 ("Thank you for everything.)
  301. STATS:
  302. FLESH: 14
  303. RESTRAINT: 13
  304. WILLPOWER: 7
  305. VIOLENCE: 15
  306. TALENT: 10
  307. CHARM: 6
  308. CONNECTIONS: 6
  309. COGNIZANCE: 6
  310.  
  311. ACTIVE BUFF: DAMDAM PILL (The next COGNIZANCE/CHARM/TALENT roll he makes, add 2d6.),
  312.  
  313. BOONS:
  314. [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.
  315.  
  316. [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.
  317.  
  318. [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.
  319.  
  320. [UPGRADED 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. He can also temporarily upgrade BENEDICT or KIARA's abilities due to the toolbox you gave him.
  321.  
  322. [ANOMALY TAMER] He knows how to deal with anomalous entities and artifacts that are far, far beyond his understanding. He adds his COGNIZANCE dice to any WILLPOWER check involving PARADIGMS or other anomalous items. Anomalies also tend to stay calm when he's around.
  323.  
  324. [FEAR NO REAPER] - He has accepted death. Any fear left in him has been beaten out of him. Adam is IMMUNE to RESTRAINT/MENTAL damage and ESOTERIC damage. MIXED damage he takes is also reduced by half.
  325.  
  326. BANES:
  327. [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.
  328.  
  329. WEAPON:
  330. CHEF'S KNIFE (Sharpened to a razor point. Partially ignores armor with attacking. With his BOON, rolls VIOLENCE+RESTRAINT+1)
  331. MATTER ERASER PROTOTYPE RIFLE (An illegally obtained prototype made between E, U and K-Corp. ATTACK ROLL: VIOLENCE+RESTRAINT+2. Infinite ammo but requires a very long cooldown between each shot. Ignores ALL damage reduction. Best as a backup weapon.)
  332. N-CORP SABBATHICAL CLOAK (CLASS 3 RELIC ARMOR. A simple white cloak and hood that protects the user's identity. Offers passive RESTRAINT regen, +1 MAX RESTRAINT, and grants the user a +3d8 bonus to TALENT skill checks. Allies of the user have a hard time remembering or noticing the ally even if they need assistance.)
  333. REMINGTON 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.)
  334.  
  335. EQUIPMENT:
  336. 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.)
  337. MECHANIC'S KIT (Allows him to use LICENSED MECHANIC. Has a variety of generic tools.)
  338. 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.)
  339. CRYSTALLINE PROTECTIVE GLOVES (Befitting of a chef like Adam. Boosts TALENT, VIOLENCE and RESTRAINT by 1.)
  340. REINFORCED BULLETPROOF VEST (Blocks 4 FLESH DAMAGE from firearms, 1 FLESH from all other sources)
  341.  
  342. AMMO:
  343. EXPLOSIVE SHOTGUN SLUG x4 (When attacking, you roll an additional +2d10 (9-10 = 3 successes) and you deal extra splash damage to two random enemies.)
  344. HOLLOWPOINT SHOTGUN SLUG x2 (Allows the user to reroll four of their dice when fired. Offers no other benefit.)
  345.  
  346. CONSUMABLE
  347. RAW SUNSTONE CHUNK (Blocks the next 2 FLESH damage they take.)
  348. MEDKIT x2 (four charges, 1 charge for 1 FLESH, 2 for CRIPPLING INJURY heal!)
  349. UVX MODEL #200v2 (Applies long lasting FLESH regen. No downsides.)
  350.  
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