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SPOOK INTEL SQUAD

Mar 25th, 2025 (edited)
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  1. QUENTIN
  2. COST: N/R
  3. RAPPORT: 7/7 (He would die for you. Remember that.)
  4. BASE STATS:
  5. FLESH: 9 (+2 from ELITE SPOOK AGENT SHELL, +1 from DISCOUNT ETF UNIFORM, +1 from BROTH)
  6. RESTRAINT: 10/12 (+2 from ELITE SPOOK AGENT SHELL, +1 from DISCOUNT ETF UNIFORM, +1 from NAOMI, +1 from BROTH)
  7. VIOLENCE: 10 (8 when attacking, +1 from NAOMI, +2 from ELITE SPOOK SHELL, +1 from BROTH)
  8. TALENT: 12 (+2 from ELITE SPOOK AGENT SHELL, +1 from SPOOK SHADES, +1 from NAOMI, +1 from BROTH)
  9. WILLPOWER: 12 (+1 from NAOMI, +2 from ELITE SPOOK AGENT SHELL, +1 from BROTH)
  10. CHARM: 5 (+2 from ELITE SPOOK AGENT SHELL, +1 from BROTH)
  11. CONNECTIONS: 6 (+2 from ELITE SPOOK AGENT SHELL, +1 from BROTH)
  12. COGNIZANCE: 9 (+1 from SPOOK SHADES, +2 from ELITE SPOOK AGENT SHELL, +1 from BROTH)
  13.  
  14. ACTIVE BUFF: DAMDAM PILL (The next two COGNIZANCE/CHARM/TALENT rolls he makes, add 2d6.)
  15.  
  16. STATUS: ELITE SPOOK AGENT SHELL (+2 to all stats. He is treated as a SILVER IMPLANT USER for BLOOD REPLACEMENTS. In addition, he has three charges that he can spend to add +3d8 to any check.)
  17.  
  18. BOONS
  19. [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.
  20.  
  21. [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.
  22.  
  23. [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.
  24.  
  25. [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.
  26.  
  27. [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.
  28.  
  29. [CENTIPEDE APOSTLE] Quentin's attacks deal an extra 5 MENTAL/RESTRAINT damage to any target and, against OCEP and SPOOKS, he deals an extra 2 ESOTERIC DAMAGE (lowering all stats on the target by 2)
  30.  
  31. [EXPERIMENTAL REVIVAL DRONE] +1 to all stats. Once per quest, Quentin may revive an ally with full FLESH and RESTRAINT.
  32.  
  33. BANES:
  34. [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.
  35.  
  36. [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.
  37.  
  38. WEAPONS:
  39. Pocket Knife (+1 VIOLENCE when attacking, an additional +1 VIOLENCE when sneak attacking),
  40. 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.)
  41. BASEBALL BAT (+1 VIOLENCE while equipped. The user can reroll two VIOLENCE dice with every attack)
  42. 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.)
  43. 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.)
  44. 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.)
  45. COLT M1911 NEO (PISTOL. A slightly updated Old World military sidearm. ATTACK ROLL: TALENT+4, 2s and 4s count as 1 SUCCESS during combat.)
  46.  
  47. EQUIPMENT:
  48. 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.)
  49. GAS MASK (Blocks all air borne gunk, toxins, etc. Has three filters.)
  50. MAKESHIFT INVISIBILITY SHIELD GENERATOR (A small handheld device that was clearly slapped together out of spare parts. Has one charge. When used, enemies will have a harder time noticing you and you and up to 6 allies can gain a 16% dodge rate due to your transparency.)
  51.  
  52. ARMOR:
  53. LIGHTWEIGHT HELMET + SHOULDERPADS (Once per mission, blocks 1 FLESH damage from a ranged attack. Doesn't take up a slot.)
  54. DISCOUNT ETF UNIFORM (+1 MAX FLESH AND RESTRAINT, reduces RESTRAINT and FLESH damage taken by 1.)
  55.  
  56. CONSUMABLE:
  57. 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.)
  58. RAW SUNSTONE CHUNK (Blocks the next 2 FLESH damage they take.)
  59. MEDKIT (four charges, 1 charge for 1 FLESH, 2 for CRIPPLING INJURY heal!)
  60. UVX MODEL #200v2 (Applies long lasting FLESH regen. No downsides.)
  61.  
  62. AMMO:
  63. 11 PISTOL AMMO
  64. 4 SILVER AMMO
  65. 5 ARMOR PIERCING PISTOL AMMO
  66. 4 LEAD AMMO.
  67. 3 GOLDEN LEAD SHOT (Blessed by a N-Corp Bishop. Attacks made with it roll d9s.)
  68.  
  69. ----------------------------------------------------
  70.  
  71. NAOMI [SPECIAL]
  72. COST: N/R
  73. RAPPORT: 4/8 ("Hm. You're interesting. I see your potential and I respect it.)
  74. FLESH: 11 (+2 from HEAD OF SECURITY ARMORED COAT, +1 from BROTH)
  75. RESTRAINT: 5/8 (+1 from BROTH)
  76. WILLPOWER: 10 (+1 from BROTH)
  77. VIOLENCE: 12 (+1 from HEAD OF SECURITY ARMORED COAT, +1 from BROTH)
  78. TALENT: 8 (+1 from SPOOK SHADES, +1 from BROTH)
  79. CHARM: 7 (+1 from BROTH)
  80. COGNIZANCE: 12 (+1 from SPOOK SHADES, +1 from BROTH)
  81. CONNECTIONS: 6 (+1 from BROTH)
  82.  
  83. ACTIVE BUFF: DAMDAM PILL (The next three COGNIZANCE/CHARM/TALENT rolls he makes, add 2d6.)
  84. IMPLANT: スピード IMPLANT (On certain COGNIZANCE checks, if she passes, she gains +4 TALENT for a short duration
  85.  
  86. BOONS
  87. [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.
  88.  
  89. [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.
  90.  
  91. [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.
  92.  
  93. [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. In addition, Naomi is untargetable by enemies during the first round of combat and the next attack she makes deals 8 extra FLESH damage. DCs to ambush enemies are reduced by 2 while she's in the party.
  94.  
  95. [PSYCHIC DAMPENING] Naomi is now immune to mind reading and mind altering effects.
  96.  
  97. [WHERE MEN DIE YOUNG] ...beware the old lady. Any check Naomi is a part of will have its DC reduced by 3. In addition, Naomi rolls a d7 on any check she rolls/assists in for the foreseeable future.
  98.  
  99. [THE FLESH IS WILLING] And really, nothing can stop her. Any FLESH healing item used on Naomi also heals a random CRIPPLING INJURY. She heals 1 more FLESH for all sources and has a 25% chance of healing 1 additional FLESH when healing FLESH.
  100.  
  101. TRAIT
  102. [ADVANCED SILVER INSTINCTS] Old habits die hard. Naomi delights in the suffering of others, healing RESTRAINT when she sees or causes it, and she has a few old tricks from her time as a spook she'll use from time to time. In addition, Naomi has a general sense of what her colleagues are doing at any given time. She'll give cryptic clues here or there, cluing you on what you should do.
  103.  
  104. BANE
  105. [ECSTASY OF BLOOD] Physically she's fine but mentally? She's losing the ability to regulate the sadistic and egotistic (shared amongst most Silvers) urges she has. Keep an eye on her.
  106.  
  107. ARMOR:
  108. BANDAGE WRAP (Equipped. Hides her scarred face, keeping her CHARM from being penalized)
  109. HEAD OF SECURITY ARMORED COAT (ARMOR. You're not here to coddle a bunch of criminal scum. +2 MAX FLESH and +1 VIOLENCE. Blocks 3 FLESH DAMAGE from RANGED ATTACKS and 1 FLESH from MELEE ATTACKS.)
  110. NOUVEAU SCARF (Has a moderate chance of blocking low caliber bullets and a small chance to negate a CRIPPLING INJURY.)
  111. 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.)
  112.  
  113. WEAPONS:
  114. 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.)
  115. COLT M1911 NEO (PISTOL. A slightly updated Old World military sidearm. ATTACK ROLL: TALENT+4, 2s and 4s count as 1 SUCCESS during combat.)
  116. POCKET KNIFE (+1 VIOLENCE when attacking.)
  117. ZKZ AWS 3000 (SNIPER RIFLE. A simple and to the point sniper rifle with a silly name. ATTACK ROLL: COGNIZANCE+RESTRAINT+1. Ignores 2 points of FLESH reduction.)
  118.  
  119. EQUIPMENT:
  120. GAS MASK (Does what a gas mask does. Three filters left.)
  121. 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.)
  122. SPOOK SHADES (+1 COGNIZANCE AND TALENT. Twice per mission, when making a STEALTH or COGNIZANCE check, you may reroll all dice.)
  123.  
  124. CONSUMABLE:
  125. POLISHED SUNSTONE CHUNK (+1 MAX FLESH PERMANENTLY, BOOSTS ALL STATS BY 2 FOR A SHORT DURATION. WILL BE USED WHEN NECESSARY.)
  126. RAW SUNSTONE CHUNK (Blocks the next 2 FLESH damage they take.)
  127. MEDKIT x2 (four charges, 1 charge for 1 FLESH, 2 for CRIPPLING INJURY heal!)
  128. UVX MODEL #200v2 (Applies long lasting FLESH regen. No downsides.)
  129.  
  130. AMMO COUNT
  131. 7 PISTOL AMMO
  132. 1 SILVER AMMO
  133. FMJ PISTOL MAGAZINE (Contains 17 bullets per magazine. Bullets with a harder metal exterior that's better at penetration. These bullets ignores 2 FLESH protection, 4 FLESH if target is android.)
  134. 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.)
  135. RIFLE AMMO x7
  136.  
  137. -----------------------------------------------------------------
  138.  
  139. ADAM BORRELLI [SPECIAL]
  140. COST: $85
  141. RAPPORT: 4.5/8 ("She's cool.")
  142. STATS:
  143. FLESH: 9
  144. RESTRAINT: 6/8 (+2 from ACTING CAPTAIN HAT, +1 from CRYSTALLINE PROTECTIVE GLOVES, +1 from CLOAK, +1 from NAOMI)
  145. WILLPOWER: 3 (+1 from NAOMI)
  146. VIOLENCE: 10 (+1 from CRYSTALLINE PROTECTIVE GLOVES, +1 from NAOMI)
  147. TALENT: 8 (+1 from CRYSTALLINE PROTECTIVE GLOVES, +1 from NAOMI)
  148. CHARM: 4
  149. CONNECTIONS: 4
  150. COGNIZANCE: 4
  151.  
  152. ACTIVE BUFF: DAMDAM PILL (The next three COGNIZANCE/CHARM/TALENT rolls he makes, add 2d6.),
  153.  
  154. BOONS:
  155. [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.
  156.  
  157. [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.
  158.  
  159. [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.
  160.  
  161. [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.
  162.  
  163. BANES:
  164. [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.
  165.  
  166. WEAPON:
  167. CHEF'S KNIFE (Sharpened to a razor point. Partially ignores armor with attacking. With his BOON, rolls VIOLENCE+RESTRAINT+1)
  168. 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.)
  169. 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.)
  170. 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.)
  171.  
  172. EQUIPMENT:
  173. 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.)
  174. MECHANIC'S KIT (Allows him to use LINCENSED MECHANICS. Has a variety of generic tools.)
  175. 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.)
  176. CRYSTALLINE PROTECTIVE GLOVES (Befitting of a chef like Adam. Boosts TALENT, VIOLENCE and RESTRAINT by 1.)
  177. REINFORCED BULLETPROOF VEST (Blocks 4 FLESH DAMAGE from firearms, 1 FLESH from all other sources)
  178.  
  179. AMMO:
  180. 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.)
  181. HOLLOWPOINT SHOTGUN SLUG x6 (Allows the user to reroll four of their dice when fired. Offers no other benefit.)
  182.  
  183. CONSUMABLE
  184. RAW SUNSTONE CHUNK (Blocks the next 2 FLESH damage they take.)
  185. MEDKIT x2 (four charges, 1 charge for 1 FLESH, 2 for CRIPPLING INJURY heal!)
  186. UVX MODEL #200v2 (Applies long lasting FLESH regen. No downsides.)
  187.  
  188. --------------------------------------
  189.  
  190. ASHLEY MILLER
  191. COST: $67
  192. RAPPORT: 5.25/8 ("You're really cool. I'm still hesitant to rely on you but it feels silly at this point, no?)
  193. STATS:
  194. FLESH: 11 (+1 from SILVER AGENT TEETH)
  195. RESTRAINT: 5/6 (+1 from NAOMI)
  196. VIOLENCE: 12 (rolls d9 on MELEE/UNARMED ATTACK rolls with VIOLENCE, +1 from NAOMI, +1 from SILVER AGENT TEETH)
  197. TALENT: 10 (+1 from NAOMI, +1 from SILVER AGENT TEETH)
  198. WILLPOWER: 9 (+1 from NAOMI, +1 from SILVER AGENT TEETH)
  199. CHARM: 4 (+1 from SILVER AGENT TEETH)
  200. CONNECTIONS: 2 (+1 from SILVER AGENT TEETH)
  201. COGNIZANCE: 5 (+1 from SILVER AGENT TEETH)
  202.  
  203. IMPLANT: SHRIMP VISION MODULE (Allows the user to see things that should not be seen. When installed, the user can partially see through visual illusions like invisibility, holograms, or distortion-based evasion. Low light conditions are also better tolerated.)
  204. ACTIVE BUFF: ZPZ DUST (-3 FLESH and RESTRAINT damage taken, higher chance of CRIPPLING INJURIES received), ENRICHED x2 (blocks the next two CRIPPLING INJURIES received), SILVER AGENT TEETH (+1 to all stats, rolls d7s on all checks checks and d10s on melee attack rolls)
  205.  
  206. BOONS:
  207. [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.
  208.  
  209. [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.
  210.  
  211. [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.
  212.  
  213. BANES:
  214. [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.
  215.  
  216. WEAPON:
  217. BASEBALL BAT (+1 VIOLENCE (9 total) while equipped. The user can reroll two VIOLENCE dice with every attack)
  218. 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.)
  219. 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.)
  220. 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.)
  221. COLT M1911 NEO (PISTOL. A slightly updated Old World military sidearm. ATTACK ROLL: TALENT+4, 2s and 4s count as 1 SUCCESS during combat.)
  222. 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.)
  223.  
  224. EQUIPMENT:
  225. 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.)
  226. 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.)
  227. 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.)
  228. 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.)
  229. 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.)
  230.  
  231. CONSUMABLES
  232. STUNTED SUNSTONE FRAGMENT (Heals 1 FLESH and adds +1d8 to one FLESH/TALENT/VIOLENCE check.)
  233. INFUSED BLOODPACK x5 (Heals 1 FLESH and applies a weak, random BLOOD REPLACEMENT VIAL stat buff on an ally. No real benefit for Naomi.)
  234. UVX MODEL #200v2 (Applies long lasting FLESH regen. No downsides.)
  235.  
  236. AMMO:
  237. 6 HOLLOWPOINT PISTOL ROUNDS
  238. 5 PISTOL AMMO
  239. FMJ PISTOL MAGAZINE (Contains 17 bullets per magazine. Bullets with a harder metal exterior that's better at penetration. These bullets ignores 2 FLESH protection, 4 FLESH if target is android.)
  240.  
  241. ------------------------
  242.  
  243. ALEXIS MOROZOV
  244. RAPPORT: 7/7 (Maxed out. In the cold world of corporate competition, you're probably the only confidant she has.)
  245. COST: NR
  246. FLESH: 6/8 (+1 from DISCOUNT ETF UNIFORM, +1 from I-CORP BRIEFCASE, +1 from MEDAL, +1 from FLESH GAUNTLET)
  247. RESTRAINT: 6/7 (+1 from MEDAL, +1 from AMBERBRIGHT RING, +1 from DISCOUNT ETF UNIFORM, +1 from NAOMI)
  248. VIOLENCE: 4 (+1 from I-CORP BRIEFCASE, +1 from NAOMI)
  249. TALENT: 6 (+1 from I-CORP BRIEFCASE, +1 from SPOOK SHADES, +1 from NAOMI)
  250. WILLPOWER: 5 (+1 from AMBERBRIGHT RING, +1 from NAOMI)
  251. CHARM: 7
  252. CONNECTIONS: 12 (+2 from CORPORATE OWNERSHIP)
  253. COGNIZANCE: 6 (+1 from SPOOK SHADES, +1 from AMBERBRIGHT RING)
  254.  
  255. BOONS
  256. [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.
  257.  
  258. [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.
  259.  
  260. [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.
  261.  
  262. [CORPORATE MANIPULATOR] Due to Alexis' many connections, you'll gain an extra MISSION during MISSION SELECT and all mission rewards are now slightly improved!
  263.  
  264. [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.
  265.  
  266. BANES
  267. [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.
  268.  
  269. [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.
  270.  
  271. EQUIPMENT:
  272. Earpiece (allows for communication with other allies with ear pieces)
  273. 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.)
  274. 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.)
  275. 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.)
  276. 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.)
  277. 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.)
  278. AMBERBRIGHT RING (HISTORIC ACCESSORY. +1 MAX RESTRAINT, COGNIZANCE, and WILLPOWER.)
  279.  
  280. ARMOR:
  281. DISCOUNT ETF UNIFORM (+1 MAX FLESH AND RESTRAINT, reduces RESTRAINT and FLESH damage taken by 1.)
  282. ARMGUARDS (ACCESSORY. Made out of reinforced cotton padding. Blocks one CRIPPLING INJURY per mission.)
  283. FLESH GAUNTLET (A very disgusting meat-based gauntlet from V-Company. +3 MAX FLESH, can heal 1 CRIPPLING INJURY for free.)
  284.  
  285. WEAPON:
  286. ROYAL BLUE DERRINGER (WEAPON. ATTACK ROLL: CONNECTIONS+2. Uses PISTOL AMMO and does MIXED damage. Has a 50% chance to not consume ammo.)
  287. ZKZ AWS 3000 (SNIPER RIFLE. A simple and to the point sniper rifle with a silly name. ATTACK ROLL: COGNIZANCE+RESTRAINT+1. Ignores 2 points of FLESH reduction.)
  288. SHE'S BACK AGAIN (PARADIGM WEAPON. A blade taken from a pair of garden shears. It's blade is coated in a thin film of tears. ATTACK ROLL: HIGHEST STAT, may randomly teleport the user away from an attack.)
  289.  
  290. CONSUMABLES:
  291. Certificate of Corporate Ownership (+2 CONNNECTIONS, can be spend to immediately pass any CHARM or CONNECTIONS check.)
  292. 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.)
  293. DAY TRIP BOTTLE (Contains three pills. Each pill boosts CHARM, CONNECTIONS, and COGNIZANCE by 1 for an extended duration.)
  294. 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.)
  295. 'OFFICER OF THE MONTH APPROVED" ID CARD (When consumed, your next CONNECTIONS or CHARM roll will d10s instead of d6s. Easy for getting your way in hairy situations. Also good on ALEXIS due to her GUN.
  296. 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.)
  297. RAW SUNSTONE CHUNK (Blocks the next 2 FLESH damage they take.)
  298. MEDKIT (four charges, 1 charge for 1 FLESH, 2 for CRIPPLING INJURY heal!)
  299. UVX MODEL #200v2 (Applies long lasting FLESH regen. No downsides.)
  300.  
  301.  
  302. AMMO:
  303. 11 PISTOL AMMO
  304. 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.)
  305. RIFLE AMMO x7 (Used by RIFLES.)
  306. CRYSTAL RIFLE ROUNDS x3
  307.  
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