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Post by Nobody on Mar 8, 2017 22:28:48 GMT
[PTabbedContent] [PTab=Weapons]
Minigun: What happens when you really want to shoot someone. Like, a lot of times, but you don’t want to bother with an LMG? Well, here’s the answer to your prayers, with the heaviest of the MGs! The Minigun is a two-handed six-barreled rotary machine gun, and hell if it doesn’t spray lead. With an overall length of 88 cm and weighing in at a 100 kg (for the gun itself, and then the ammunition and the power source) it takes either a very strong ordinary viro, or a giant to wield this monstrous gun. Has a single 300-round belt of greatness, all held within the gunmetal colored backpack (which also houses the power source required to run the electrical gun) , and no additional ammo under ordinary circumstances. Oh yeah, plus you can’t really modify it. Both burst and auto gain five rolls. Weapons lowers movement by 1 when firing. Burst does 7 damage Auto- Does 5 bullet damage Burst- Does . AP 3. Expert gunsmith weapon.
SPP-1: This pistol, while also having a very funny name, is made to be fired underwater. Pretty much what you want as a sidearm when you really like fighting sea creatures with guns. Using darts rather than traditional bullets, it has the same effect as Dart Magazines, but without the lower range. Only problem is that it has four barrels, which each house a single round, meaning you only have 4 shots before you have to reload. Sadly, you can’t attach any modifications to it. Does 7 Damage (Underwater). Does 4 damage (Open air). AP 1
APS: A handy dandy rifle originally for Soviet Frogmen (Both literal and figurative) that can fire underwater without any range or damage penalties, thanks to the needles that it shoots rather than bullets! Please resist the urge to shoot Nemo with its 26-round magazines. Oh yeah, this thing doesn’t take attachments. Also this thing has -1 range when in open air. Semi - 8 bullet damage (Underwater)/ 6 bullet damage (Open Air). Burst - 5 bullet damage (Underwater)/ 3 bullet damage (Open Air). Auto - 3 bullet damage (Underwater)/ 2 bullet damage (Open Air). AP 2 [/PTab={background-color=969696}]
[PTab=Profession Related]
Mechanic: Even though a vehicle almost always is the deadliest thing on the battlefield, it too can take damage. Using kits, materials, and a whole lot of praying to keep and maintain vehicles.
Beastial Armor Plating: Set of titanite plates designed to fit over the body of somewhat midsized beasts. These can be put on griffins, direwolves, hippocampus, forktails, basilisks, kirias and chorts. They allow for one to ride a monster if its reached maturity. It also enhances the total health of the monster and sets the AP to 2.
Adds 125 health and AP 2. Allows for riding if mature. Journeyman level tamer gear
Metalwork Shop: Room filled with equipment and tools meant to work with the hardest and most stubborn of metals. At a small cost, the faction smith will allow you to use it.
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[PTab=Trivia]
Flaura Language: The Flaura language is one originating from the islands of Marina, where the native Viro speak it. Known only the Flowe, Venus, Poaceae, and the Levine, it is quite unlike any Latin based language. Spoken in a way that makes it sound similar to song, it features a grammatical structure that is- according to numerous speakers- is similar to the grammatical structure of Mandarin, though that does not make decrypting and understanding it any easier. With words flowing together and rapid speeds, it is not any easier when written. Based on writing style that is both pictographic and ideographic, it is written from top to bottom- and apparently the older and more formal style can be written from the center of a circle and then curl around to the outer edge, being read from left to right. Though linguists are hard at work, almost every single speaker of the Flauran language is one of the original natives, with less than a dozen outsiders knowing the basics of how to translate it.
Mana: Mana is the driving force behind every spell that has ever and will ever exist- a type of energy completely different from the electromagnetic spectrum that is able to change shape, density, and its own mass at a whim. Indeed, when interacting with both with energy and matter it seems to share characteristics of both, and then neither in another case. Mana is concentrated into Magic and Spells, which you are obviously quite acquainted with if you don’t happen to live under a rock. Mana is able to pass through materials with little problem, though great thickness or density slows and disperses the mana behind a spell or piece of magic. Not to mention that extremely high amounts of gamma radiation is able to completely destabilize and then disperse Mana- to the point where even Souls, which are nigh indestructible by any means, are able to be damaged or even destroyed. This was stumbled upon accidentally, when victims of Nuclear bombs did not have their souls rise from their ashes or bodies.
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[PTab=Vehicles]
A-10 Thunderbolt II: Better known simply as the “Warthog”- is a twin turbofan engine airplane from the 70s, is more or less absent from the SRT due to its replacement by the F-35, but is present in the airfields of the SPR and Xerna. It is not a fighter jet with its 706 km/h max speed. No, this flying contraption is meant to dive down into enemy fire, eat a missile for breakfast, then dish out a serving of 30mm justice and liberty for anyone who has less armor than a mountain range. Designed AROUND the massive autocannon that happens to take up a large amount of its weight and belly, it is meant to take a hit as it is doing a relatively low pass, designed for combating enemy armor troops rather than fellow aircraft. However, that is not the end of it, not by a long shot. The sole occupant, the pilot, has 11 places for missiles and payloads to be attached on the underside of the plane. Health: 1000 AP 4 GAU-8: Roll 1-5 dices with 6 sides (for five salvo's). Need 1,3, or 6 to hit. Does 10 bullet damage per salvo. AP 5. Mid-long rang AIM-92: Roll 1 dice with 6 sides. Need 1, 3, 4, or 6 to hit. Does 100 explosive damage. AP 5. Guided missile, can only target air vehicles. Long range. Hydra 70: Roll 1-4 dices with 6 sides. Need 1 to hit. Does 40 explosive damage. Hitting 6 will do 20 explosive damage. AP 2. Long range. JDAM: Roll 1-2 dices with 6 sides. 1 does 200 explosive damage, 6 does 100 explosive damage, 3 does 50 explosive damage. AP 5. Laser guided bomb, requires a round long stun of the operator to guide it. If the operator is damaged during this round, the bomb will have its damage halved. Long range.
Nautilus Mk II: Fresh from Triton Industries, this lovely- rather like a mini submarine on steroids- is a spherical submersible 3 meters in diameter, with two arms extending from the lower side of the machine and a greatly reinforced glass cockpit, and a hatch on the top side of the machine. Composed of titanite, it meant to survive the pressures and creatures of up to 4 kilometers for up to 12 hours. Designed to fit the pilot within the torso, it possesses two powerful lights on the underside of the , and four auxiliary lights along the edges of the reinforced glass cockpit. With two four-fingered hands for grabbing, holding, or smashing it is meant for both exploration of unknown depths and the protection of its pilot. Coming from the factory, it has a coat of thick navy paint covering it, as to prevent rusting. It is noted that the suit is able to move underwater at 30 km/h, due to specialized propellers on the rear of the machine. Health: 600 AP 3 Two Arm Slam Jam: Roll 1 dice with 6 sides. Need 1 or 6 to hit. Does 50 blunt damage. AP 4. Range is 2 meters Ferrus Fist of Fury: Roll 1-2 dice with 6 sides. Need a 1, 3, 6 to hit. Deals 20 Blunt damage. AP 4. Range is 2 meters
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[PTab=Bestiary]
Jackalope: This creature, native to southern United States, is one of very small stature. Looking like the typical jackrabbit with a pair of antelope horns on its head, they just barely reaches 12 cm tall with its horns and 63 cm long. Being such a small beast makes living somewhat hard, especially in a world with such fantastic and aggressive monsters. That is why it seems to have developed… luck. As a self defense. Famously skittish, these rare creatures are hunted to make both valuable pets and for good luck tokens. Though being able to run at 100 kmh and jump up to 4 meters make them somewhat difficult to catch.
Health: 7 Mana: 120 Stamina: 60 Lucky Light: The horns of the Jackrabbit glow with a faint lemon light. For whatever reason, affected opponents will manage to trip or stumble for one round, giving the minor stun effect. Roll 1 dice per opponent with 2 sides for 1. Costs 20 Mana. Short Range. Fantastic Fluke: The horns of the Jackrabbit glow with with a pulsating fuchsia light. A weapon being fired at or nearby the jackrabbit with experience a projectile failing the fire, halving rolls for one round. Costs 10 mana per affected person. Short Range. Knave-like Kismet: The horns of the Jackrabbit become engulfed in a kryptonite-colored sheen. The Jackrabbit launches itself up to 10 meters forward, like a furry projectile. Deals 10 puncture damage and causes the target to have accuracy lowered by two for two rounds. Roll 1 dice with 6 side for a 1 or 6. Costs 10 Stamina.
Mahajan: Found in the land of Crysa, one of the countless beasts and demons that reside within the maze of tunnels and cave systems. With body lengths at a minimum of 13 meters and no current maximum yet found, these centipede-like creatures are known to have outer shells in varying shades of red, purple, and brown; however, the most distinctive part aside from their massive size is their Crown. The “Crown” of a Mahajan is a half disc that extends past the neck- seemingly composed of gold- and has a false humanoid face. These creatures are found deep within colonized tunnels, in which enslaved minor demons and beings protect and care for their leader. Their behavior is rather varied, seeing that they are fully Sapient, but are known to be very devious, greedy, and quite talented liars. However, due to their familiarity with the Crysa, there have been a small number of successful expeditions into the continent after a payment of gold and jewels had been given to a Mahajan- information and advice regarding directions and the passages to pass through.
Health: 500. Mana: 500. Stamina: 500. AP 2 Sharp Tongue: The jaw of the beast unhinges, the tongue flicking from its foul maw with every poisonous word. Roll 1 dice with 6 sides for a 1. Applies Petrifying Poison effect. Costs 30 Stamina. Range is within two meters. AP 3 Wide-Eyed Stare: The “Crown” opens its “Eyes”. Anyone who was looking or staring at at the face of the Mahajan with be minor blinded for round, but when reopening their eyes, their allies will appear to be terrible monsters and their enemies appear to be their allies. Costs 75 Mana, and has a five round cool-down. MidRange Poisonous Words: Speaking falsehoods is how they survive. The jaw of the crown unhinges, a cloud of scarlet mist flowing from it, the Mahajan unaffected by his own attack. Applies the moderate poison effect to anyone within short range, unless they have protection against gas attacks. Costs 50 Stamina Charge: The massive beast lunges forward. And if you didn’t notice, that’s a lot of weight. Roll 1 dice with 6, for a 1. Deals 40 blunt damage. Short Range. AP 4
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[PTab=Race Skills]
Vampire - Tower of Blood Sanguine Might: A cornered vampire is a dangerous thing. For when facing the experienced vampire, it merely means that a Sanguine has no possibility of missing. Activates when the user is at ¼ health, and 25 stamina and lasts three rounds. Boosts health by 50 and +1 accuracy to attacks, +1 AP to Melee attacks, and -1 accuracy to incoming attacks. Cool down of 20 rounds.
Vampire - Tower of Blood Tracking: When the predator seeks their prey, scent might guide their nose. Allows for smelling capability comparable to a bloodhound, but sudden powerful scents will stun for one round. Costs 5 stamina to cast and 5 stamina to maintain
Vampire - Tower of Blood Gorging: Satisfy the thirst will reap rewards for the Bloodthirsty, in more than one way. Feast on the blood of a fresh Viro Corpse for one round, recovering 10 points of Health. User is unable to attack when feeding, and has movement slowed by 1 for the next round. Can only feast once from low-ranking Viro corpse, twice for mid-rank corpse, and four for high ranking corpse.
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[PTab=Gear]
Repair kit: Pretty much your swiss army knife when it comes to trying to keep the vehicles in working order. Including a high powered blowtorch, slots for 6 units of materials, pair of welding goggles, and grinder. Slows movement by 1.
Flight Suit: A jumpsuit issued standard to pilots, useful for providing warmth at high altitudes, practicality, and its durability. Sadly, its being flame resistant doesn’t do well against flame magics, but hey- it’s not like pilots are going to be on the front lines anyways. Comes standard with visored flight helmet and an oxygen mask
Provides oxygen at high altitudes. Movement 2. AP 1
Melee Attachment:
Disciplinary Module - Weapon is laced with highly conductive wires, and hooked to a small but powerful battery, activated by a small button added to the handle. Damage dealt by weapon counts as both base damage type and shock damage. Battery lasts for two rounds after activation of module
Costs 2000 dollars, and 200 dollars to recharge
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[PTab=Skills]
Dexterity: Pilot’s Resistance: Allows high fliers to push both their bodies and their vehicles to the limits with high speed maneuvers and tricks. Must have an air vehicle. Incoming attacks have -1 accuracy. Costs 10 stamina per turn.
Perception: Gunner’s Hand: A steady hand and a mind for calculations- enough to triangulate better than your average bear when you’re firing biiig weapons. +1 accuracy to vehicle weapons and defensive structures. Costs 15 stamina per turn.
Perception: Hunter’s Eyes: When you’re fighting the big burly baddies in the world, you tend to notice… tells. Hints at their next move. First attack that would hit has its accuracy lowered by 2. Costs 15 stamina per turn.
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[PTab=Spells]
Earth: Stone Greatshield: Form a mighty barrier of stone before the caster to create the mightiest of barriers to protect from frontal attacks. Blocks frontal attacks. Costs 50 mana. Lasts 1 round. AP 5.
Darkness: Another’s Face: A skilled assassin knows that invisibility comes in many forms. Some of the best hiders do so in plain sight, after all. User spends a round studying the face of another, then creates an illusion of said person over caster.Costs 15 mana to cast and 5 mana to maintain. If damaged when still casting, illusion is broken and unable to reapplied for three rounds.
Darkness: Another’s Voice: Both the actor and the liar find their keep with this. User modifies voice to sound precisely like another’s, although the change does not make you talk like said person. Costs 5 mana to cast and 5 mana to maintain. [/PTab={background-color=969696}]
[PTab=Race] Beast
Rana Sapien, of the Dendrobatidae family Loscann: Standing at most 1.6 meters with a very wiry build, these amphibious creatures are native to both swamps and rainforests. With their slimy skin with colors ranging from exotic and poisonous tones to more muted browns and greens- they are by no means a dull race. Other interesting notes is that their digits have a slight webbing, their eyes are large and black. Ordinarily, Loscann are rather passive people, but are famously enthusiastic when it comes to competitions or conflicts of any kind. Their culture reflects that, with great emphasis placed on both the arts and the art of war; Interestingly, they are also quite inclined to move, with very few permanent settlements in their native homelands. Froggy Forager: Start at apprentice level foraging andJ hunting if selected as its profession Frog Legs: +1 movement speed, +10 Stamina Amphibious Amp: Double damage from Lightning and Earth
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[PTab=Element]
Anima: Often times passive, Anima increases the power of allies while decreasing your enemies. Recommended for those trying to become a Shaman. Advanced forms of this magic can range from modifying damage and accuracy of attacks of both your enemies and your allies. Opposite of itself.
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[PTab=Faction]
Drui: There was always those who wished to bring the world back to the way it was. Not with the rule of Elementals and the return of slavery. No, to return to the primal simplicity of man versus monster, of the collapse of civilization and society to return to the Old Days of Survival of the Fittest. Back to the days where ONLY the strongest survived, and the corrupt and the liars were unable to argue with a blade to the neck. With roots and traces to other group over two millennia old, the Drui shall not be denied. With a heavy presence in Indonesia, these people wield primitive weaponry alongside a shocking amount of tamed monsters, and tales of Sea Behemoths under their control float about as well. They also boast a shocking amount of beast and accursed Viro in their ranks. Fighting against civilization- and especially those damaging the Earth the Gods gifted them- is their goal. They use a large variety of strategies and tactics, but like Xerna, favor Guerilla attacks. They are led by a council of 12 individuals, a mixture of sentient monster and Viro.
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[PTab=God]
Ilhicamina: IIhicamina, otherwise known as the Huntsman, is interesting when compared to most other Gods. For while his fellows might have focused their teachings and the choosing of their champions in the lands of the Old World, Ilhicamina has long since held a fascination for the New World; Interestingly, until last few centuries, had chosen champions almost exclusively from the Americas. With ideals of slaying monsters and beasts in order for Viro-kind to flourish, he is one who glorifies hunting and wars in general. As you can guess, he does always get along with Aria. He is typically portrayed as that of a very fit and scarred Aztec warrior, with the pelt of a Daomonaris pelt draped over his shoulder rather than a jaguar, and an spear in hand. Those who slay beasts in great number are holy, those who slaughter the harmless are unholy.
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