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Post by Crowco Cooper on Jul 8, 2016 19:52:54 GMT
Codex entry - GearEveryone uses gear to keep themselves alive. Ranging from armour to attachments. It's hard to stay alive in this world without some. Be reminded, you can only have one set of armour on, and only one type of attachment per weapon part. You can't have a muffler and an extended barrel on one gun at the same time, but a bipod and a muffler is possible. Armour itself can be infinitely upgraded with attachments though. For every three 'slots' on the armour, the DEX penalty is increased. Carry load: Any character can hold only one set of armour and two pieces of equipment. They can also hold five consumeables/explosives. [PTabbedContent] [PTab=Armor] Armor
Clothes - Normal clothes. The stuff you just normally wear. Can look however you want it to. AP 1.
Custom armour - Armour made by a private armourer, fitting whatever the wishes of the armourer may be. Can be more powerful and effective as the armourer's level grows higher. Stat bonus and AP depends on armourer level.
Light combat armour - A kevlar vest with some pockets for ammo, mixed with a masked helmet. This armour is meant to be minimalistic, given to the recruits and the units that do not work on the front lines, but rather as background support units. This simple vest can often be seen guarding forward operating bases and low-priority locations. Recruits are often found wearing this outfit, but mages can sometimes be found favouring this armour too for its light weight which requires minimal waste of energy whilst still protecting the wearer. The SRT version boasts MARPAT camo with blue-yellow pallet. The SPR version has a plain grey pallet. The UAF version has a tan-beige plain colour pallet. Xerna troops have splinter camo, with a red-black pallet. The ULF version features type 21 digital camo. +1 VIT. AP 1.
- SRT soldiers wearing light combat armour on their way to a house breach. Gas masks and goggles unequipped.
Medium combat armour - A kevlar vest, mixed with some knee/shoulder/elbow pads and under-clothes protective layers mixed with a thick helmet, fitted with full face mask. A bit heavier than the light combat armour, but also sturdier. This armour is seen on the bulk of troops, especially the infantry who favour the medium armour for its ability to provide a neutral ground between fast movement and capable defence. The SRT version boasts MARPAT camo with blue-yellow pallet. The SPR version has a plain grey pallet. The UAF version has a tan-beige plain colour pallet. Xerna troops have splinter camo, with a red-black pallet. The ULF version features type 21 digital camo. +2 VIT, -1 DEX. AP 1.
- SRT soldier with custom weaponry
Heavy combat armour - A kevlar vestment covering the chest, arms, and legs with sturdy layers and a thick helmet with face cover that doubles as gas filter and goggles. Very heavy, but also very strong. Shock troops, high-priority guards and vanguards prefer these heavy vestments that allow the wearer to soak up bullets for their charge. One should not expect to be able to run away however when wearing this armour. The SRT version boasts MARPAT camo with blue-yellow pallet. The SPR version has a plain grey pallet. The UAF version has a tan-beige plain colour pallet. Xerna troops have splinter camo, with a red-black pallet. The ULF version features type 21 digital camo. +3 VIT, -2 DEX. AP 2.
- SPR soldiers in heavy armour collecting before debrief
Juggernaut armour - An incredibly thick layer of kevlar and ceramics that cover the entire body very well. Capable of taking a rocket to the face and surviving to tell the tale. Their very presence on the battlefield can send soldiers running, as they are the closest thing to a tank without a engine on can find. The SRT version boasts MARPAT camo with blue-yellow pallet. The SPR version has a plain grey pallet. The UAF version has a tan-beige plain colour pallet. Xerna troops have splinter camo, with a red-black pallet. The ULF version features type 21 digital camo. +5 VIT, -3 DEX. AP 3.
Saxum Armour - This cumbersome set of armour that resembles a suit of plate armour, the craggy and stone-like appearance aside. Designed for some mad bishop long ago, it is made of an incredibly dense alloy of unprecedented weight, a necessary sacrifice to protect against both spells and the sword. Whenever this unusual set of armour is seen on the field, often times it is worn by soldiers specializing in combating magical monsters or mages, unlike the general use of the Juggernaut armour. One shouldn't be expect to win any marathons when wearing it, unless the marathon is constantly being bombarded with magic. All versions of this gear spawn either a stone grey or bone white colour. +7 VIT, -5 DEX. AP 4.
Support armour - Armour that allows for double the average amount of ammo, rations, and supplies to be taken with. Useful for missions that require endurance. Looks much like the light combat armour, but is fitted with more pockets. The SRT version boasts MARPAT camo with red-blue pallet. The SPR version has a plain grey pallet. The UAF version has a tan-beige plain colour pallet. Xerna troops have splinter camo, with a blue-black pallet. +1 VIT, +1 SAU. AP 1.
Icarus armor - Armour used mostly by stealth units that prefer agility, stealth, and the element of surprise over brawn. It is fitted with wingsuit expansions and is often coloured completely black. This allows for the wearer to glide through the sky. All the issues of icarus armour universally have rain camo with grey-black pallet. +1 VIT, +1 DEX. AP 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. AP 1
Lycanthrope based armor - An armor type built specifically to move and change shape with the Lycans body type. It is powered by magic of a Lycans curse. In the humanoid form, it looks and feels like icarus armor without the wingsuit expansions, but when the use turns to werewolf form, the armor changes into a sleek black armor that fits well and moves just as freely as the Lycan would. The SRT version boasts MARPAT camo with blue-yellow pallet. The UAF version has a tan-beige plain colour pallet. Xerna troops have splinter camo, with a red-black pallet. +1 VIT, +1 STR. AP 1.
Poseidon Suit - Full body SCUBA suit, usually fitted over a wetsuit. Used by those favoring stealthy aquatic or amphibious assaults. Allows for diving up to 200ft/61m, and air for 5 hours. The SRT version boasts digital ocean camo with blue-black camo. The SPR version has a digital ocean camo with grey-black pallet. The UAF version has a digital ocean camo with grey blue pallet. Xerna troops have digital ocean camo, with a black pallet. +2 DEX underwater. -2 DEX above water. AP 1.
Stealth suit - Although not offering any defense, the stealth suit gives an exceptional advantage with its sleek black form, dampened soles and thermal vision goggles. The SRT version boasts MARPAT camo with black pallet. The SPR version has a plain grey pallet. The UAF version has a Multiple-Terrain Pattern camo with grey-black pallet. Xerna troops have splinter camo, with a black pallet. +2 DEX. AP 1.
Ghillie suit - A suit made up out of coloured strings and such to create optimal camouflage. It only works for one kind of environment, though, as a green ghillie suit tends to fail in the desert. The pallet of the suit depends on the area for which it is used. +1 DEX, +1 PER. AP 1.
Skeleton suit - A skin-tight versatility suit that allows for a mix between speed, agility and The suit has 2 vambraces 1 for an attachment and the other for a grappling hook.The grappling hook has a range of 100 meters for a silent grapple anything above it will cause noise that can be heard. Max range 125 meters. As the distance continues the AP lowers. 50 meters lowers to AP3, 75 meters to AP 2, 125 meters to AP 1. Must reload gas cansiter after every grapple. 6 canisters per mission. +1 VIT, +1 DEX, AP 2.
SBRCV-4f pilotting suit - A suit made from titanite plates and several mechanical components to allow the wearer to pilot a SBRCV-4f "stilt walker". The suit comes with IR goggles and gasmask. +2 VIT, +1 PER. AP 3. Bonus only active when in the stilt walker.
[/PTab={background-color:#181818}] [PTab=Power and mech armour] Armor
Light mech armour - A carbonite steel armour, with relatively thin plating and a rubber underlay to negate electrical damage. This makes it inferior to the other mech armours, but also gives the mech resistance against their most common weakness. +2 VIT, -1 DEX. AP 3.
Medium mech armour - A set of titanite layers, designed to cover the mech with futuristic design. The surface features pyramid shapes which allow for additional structural integrity, and for projectiles to more easily be glanced off. +3 VIT, -2 DEX. AP 4.
Heavy mech armour - A set of heavy rounded steel plating, with ceramic underlay and thick kevlar layering. This armour massively impedes on movement, but massively increases damage resistance. +5 VIT, -3 DEX. AP 5.
[/PTab={background-color:#181818}] [PTab=Attachments Primary] Attachments - Primary firearms
Heavy barrel - A replacement of the ordinary barrel one can find on most rifles, shotguns and other big guns. +1 STR when firing weapon, -1 DEX
Muffler - A barrel upgrade that will give you an extra edge when sneaking. It hides the muzzle flash and muffles the sound of shots. Often mistakenly called a silencer by idiots who get their gun knowledge from Call of Duty. Shots are silent, though not unheard.
Extended barrel - A longer barrel that gives a bit more accuracy, at the cost of speed. +1 PER when firing weapon, -1 DEX.
Fore-grip - An under barrel attachment. Gives an extra edge when firing automatic weapons. Useful for people using a LMG or assault rifle. +1 STR when firing automatic.
Bipod - An attachment for the under barrel that allows one to fire better when standing still with a rifle and supporting the weapon on a surface. +1 PER. Must stay still and support on a surface to get the advantage.
Laser dot target - an attachment for the under barrel that allows one to fire better shots without the specific need to aim. At longer ranges it can help estimate target range through laser dot intensity. Allows for overall more accuracy. But its presence can sometimes betray one's location. +1 DEX, but can give away location during stealth.
Extended mags - More of a license bought from the faction. This will make it so that all your magazines have an additional amount of bullets. An extra 5 bullets sniper rifles/shotguns, 15 bullets for AR/LMG/sub.
Drum mag - Just in case you're feeling like turning your target into swiss cheese. A license bought from the faction that makes all of your magazines big as fuck. An extra 50 bullets for AR / 100 bullets for LMG.
Dart Mag - You ever really want to shoot that giant sea monster swimming at you, but your bullets don't work? Triton Industries has just the solution! Purchase a license from your local armoury, and you have the chance to shoot underwater! Note that these magazines have their capacity halved and range lowered. We do not sell ammunition for Revolvers or LMGs. Less range, allows for firing underwater.
Quick loader - Another license-based attachment. The magazine of a firearm is re-fitted to be quickly used for reloading. This lowers the reload time from one entire round to half a around. Good idea to have when you know you pump out more bullets than a redneck woman does babies. Increases reloading speed.
Handle-loader - an attachment for the crossbow. An easy-to-use handle is attached to the crossbow to make drawing the weapon easier and faster. Increases reloading speed.
Straight-pull - an attachment for bolt-action rifles. This modification of the bolt allows one to reload the rifle much easier, thus giving the user an extra edge on their sleight of hand. Fire sniper rifles faster.
Folded stock - A stock that can be folded, making it more wieldy but also less easy to control. -1 STR, +2 DEX.
Fixed stock - A stock made solid and worked specifically to fit the users shoulder. -1 DEX, +2 PER
Dampened stock - A stock made to take the recoil of firing well, allowing the user to sustain powerful shots better. - PER, +2 STR
ERGO grip - An ERGO grip that allows better wielding of the weapon. Feels a lot more comfortable. +1 DEX.
ACOG scope - A handy scope which makes the firearm/bow fire much more accurate when firing at mid-range. Only one scope can be attached to a weapon. +1 PER when firing at a target at 50-150m range. -1 PER when firing at ranges below 50m range.
Red dot scope - An easy to use scope which makes the firearm/bow fire much more accurate in close quarters. Only one scope can be attached to a weapon. +1 PER when firing at a target at 0-50m range.
x8 scope - A scope with magnified view, allowing for the firearm/bow to fire much more accurate at mid-long range. Only one scope can be attached to a weapon. +1 PER when firing at a target at 150-300m range. -1 PER when firing at ranges below 150m range.
x24-x40 scope - A sniper scope with heavily magnified view, allowing for the firearm/bow to fire much more accurate at long range. Only one scope can be attached to a weapon. Replaces original sniper scope. +1 PER when firing at a target at 300m+ range. -1 PER when firing at ranges below 300m range.
Hybrid scope - A scope that can easily switch between red dot scope and ACOG scope with a simple switch. Allows for the firearm/bow to fire much more accurate at both close range and mid range. +1 PER when firing at a target at 0-150m range.
Canted ironsight - An iron sight mounted on the side of a scope or weapon-body that allows for the accuracy drawback of various scopes to be neutralised. Neutralises negative effect of scopes.
Canted red dot - A red dot scope that works much like the canted ironsight. Unlike the ironsight, it also adds a bonus to accuracy at close range. Neutralises negative effect of scopes. +1 PER at 0-50m range,
Range calculator - An attachment that can only be used on a rifle fitted with both a scope and a laser dot. This device is attached ontop of the scope and allows the user to receive an exact display of the distance of whatever the user is aiming the laser at. This allows for more accurate bullet curvature calculation and thus an overall better accuracy at long ranges. +1 PER
[/PTab={background-color:#181818}] [PTab=Attachments Secondary] Attachments - Secondary firearms
Muffler - A barrel upgrade that will give you an extra edge when sneaking. It hides the muzzle flash and muffles the sound of shots. Often mistakenly called a silencer by movie producers that spend about 3 seconds researching. Makes shots more silent, though not unheard.
Extended barrel - A longer barrel that gives a bit more accuracy, at the cost of speed. +1 PER, -1 DEX.
Sensitive trigger - A special trigger that allows the weapon to be used much faster without affecting the weapon's actual accuracy. Not very easy to make though, and therefore expensive. Can not be used with crossbows. +1 DEX.
Dart Mag -You ever really want to shoot that giant sea monster swimming at you, but your bullets don't work? Triton Industries has just the solution! Purchase a license from your local armoury, and you have the chance to shoot underwater! Note that these magazines have their capacity halved and range lowered a rank. We do not sell ammunition for Revolvers or LMGs. Less range, allows for firing underwater.
ERGO grip - A rubber ERGO grip to fit the hand of the wielder better. Makes the sidearm better to wield. +1 DEX.
Pistol Red Dot - This is a red dot sight designed specifically to be attached to pistols and revolvers. There really isn't much else to it. +1 PER when firing at a target at 0-50m range.
Pistol Scope Mount - This wonder of technology is, essentially, a piece of plastic, polymer, metal or other such material that allows one to mount a scope on a pistol. Allows usage of any primary-only scope on a pistol or revolver.
Quick loader - Another license-based attachment. The magazine of a firearm is re-fitted to be quickly used for reloading. This lowers the reload time from one entire round to half a around. Good idea to have when you know you pump out more bullets than a redneck woman does babies. Severely lowers reload speed.
Auto-loader A complicated rotary refitting for handheld crossbows. This loader comes with a special battery loaded within the grip which powers the auto-loader. When the crossbow fires, the bow will rotate around its axis, pulling the bow through a mechanism on the underside of the body. When it turns back up, the bow will be redrawn and the user will only have to put a bolt in place. Severely lowers reload speed, increases firing speed.
[/PTab={background-color:#181818}] [PTab=Attachments Melee] Attachments - Melee
ERGO grip - A better, more aerodynamic grip that allows for melee weapons to be used with quicker attacks. Also, it feels a lot more comfortable in the hand. +1 DEX
Heavy steel - Reforging the steel in the weapon with a heavier version makes the weapon hit harder, but also slower to use. Cancels enhanced fuller. +2 STR, -1 DEX.
Lacerating edge - Adding a lacerating effect to the knife or sword, attacks with this weapon will cause a lasting minor bleeding effect. Cause bleeding.
Streamlined form - A reforging method for any melee weapon made of metal that makes the weapon more accurate in its strikes. +1 PER.
Enhanced fuller- A reforging method for blade weapons that makes the weapon lighter without sacrificing strength by using a fuller made of an enhanced version of titanite. Cancels heavy steel. +2 DEX
Hilt fat - A magical fat, layered on the inside of hilts of slashing weaponry. Imbued with unholy earth magic that restores the edge of a blade, keeping it always sharp. +1 STR, +1 DEX..
Treated layer - By treating the weapon with various acids, the weapon will gain a protective and enhancing layer to the weapon, thus allowing one to push the limits of the weapon just a little further. +1 STR.
Backdraw scabbard - A unique scabbard made specifically to allow one to draw and sheath the sword on the back with a single hand, rather than keeping it at the hip. By using a flat surface extension and an opening on the flat side, the sword can easily be used like this. Two handed swords can be equipped as one-handed weapon. allowing the user to have an additional two-handed weapon.
Backdraw strap - A strap with magnetic attachment, allowing one to lock and unlock their blunt or polearm on the back easily. With such an easy handling, one can draw their weapon with a single hand, making it easier to carry such weapons. Two handed blunt and polearm weaponry can be equipped as one-handed weaponry, allowing the user to have an additional two-handed weapon.
[/PTab={background-color:#181818}] [PTab=Armour Attachments] Attachments - Armour
Insulation - Enchantments added to armour in order to increase elemental resistance. Only one kind of insulation per armour. Element of choice does less damage..
Kevlar Reinforcement- Slap a better layer of kevlar weave onto your armour. +1 VIT
Airtight Seal - In case of biological warfare, this can be applied to reduce risks. Poison attacks are reduced a rank, but counts as two slots. Gas, toxic attacks, and other forms of biological warfare are resisted fully.
Rubber lining- An upgrade for the average armour that sets the edges of its kevlar with rubber, thus isolating and reducing shock damage. Removes shock effect,
Crystallic plating - Internal plating set within the fabric of armour made to increase mana pools drastically by serving as an extension of the body's natural pool. +1 SAU.
Spiked guards - Spikes are set upon the arm- and shinguards of the armour, allowing for the user of the attachment to do constant stabbing damage to closeby attackers. Does stab damager every round spent in arms reach of any enemies (counts individually per closeby target)
Uzari platting- Thin metal-crystalline plating coming from the body of a dead Meglo. These plates are officially illegal, but easily hidden. Some soldiers use the easily hidden plating to give them an advantage in battle. +1 SAU, +1 VIT.
Skinners hide - Hide taken from a skinner demon is unnaturally tough yet flexible. Making it an excellent reinforcement to armour. But beside that, the skins uncanny appearance has a negative effect on anyone fighting the wearer. +1 VIT, -1 EMO to anyone targeting wearer.
Knife launcher - A small device set upon the arm of someone's armor. Load 3 throwing knives through the slots in it and fire them at targets with ease. Requires throwing knives to be purchased before hand. Costs 1000 dollars. +5 damage to throwing knives. Roll 1 dice with 6 sides. Need 1 or 6 to hit.
Hidden gun - A small gas-operated device that fires 3 pistol-tier bullets per turn and holds 9 shots that can be reloaded by pressing a small button on the side of the device. The attachment comes with 3 magazines per mission. Costs 1500 dollars. Roll 1-6 dices with 6 sides. 1 or 6 to hit deals 5 damage a hit. AP 1.
[/PTab={background-color:#181818}] [PTab=Cybernetics and splicing] Cybernetics and splicing Suffering from a bad case of dismemberment? Or maybe you just want to upgrade your human condition? Whatever the reason may be, here's all the prosthetic replacements, genetic alterations and implants you can get.
Prosthetic limb - Replaces the entire limb, or part of the limb, with a titanite-alloy prosthetic. It functions fully, even allowing the feeling of touch, through the prosthetic being directly connected to the nervous system. Having studied stone-hearts, the creators of this prosthetic have been able to let this limb flow with magic as well. Neutralises dismemberment debuff, doesn't work on the decapitation debuff (aka fucking dying).
Prosthetic organ - A special, rarely used prosthetic that allows the organs to be upgraded through cybernetics. Be it an eye, a lung, or a liver. +1 PER, or VIT, depending on replaced limb.
Adrenal gland modification - A genetic modification applied through an edited vrius, which introduces a CRISPR modification to adrenal glands. This change causes the adrenal gland to become more reactive to dangerous situations. Causing any combat situation to automatically deploy the same effects as a shot of epinephrine. +2 VIT, STR and DEX for three rounds upon initiating combat.
Neuronic modulation - A genetic modification that mimics a hypothetical anti-demyelinating disease. Being the inverse of a normally deadly neurodegenerative disease, this modification will instead increase the buildup of myeline - a fatty layer on neurons that enhances conductivity - with the resulting effect that someone essentially becomes more reflexive. +2 DEX, +1 INT
Iron lung - By inserting a filtration system into prosthetic lungs, one can become immune to airborne poisons and gasses. Allowing them to breathe in otherwise unbreathable conditions. Popular among firefighters. Immunity to poison (airborne)
Steel liver - A prosthetic liver fitted with special filtration methods. Allowing for one to filter out poisonous and intoxicating substances. A quite expensive upgrade used only by the mos determined of alcoholics. Immunity to poison (liquid) and negative effects of drugs. Positive effects of drugs are slightly diminished.
Metabolism reprogramming - A genetic modification that enhances insulin production and intake, as well as enforcing the liver and kidney. Making the subject more resilient to poison of all kinds, and nigh incapable of being hungry. Immune to poison (liquid, bloodborne) effects.
Reversed sickle cell anemia - A genetic modification that introduces and inversed form of sickle cell anemia. Making red blood cells more capable of transporting oxygen than would be normal. This makes subjects more resistant to the otherwise debilitating effects of bleeding. Immune to bleeding effects.
Titanite skeleton - Your grandma probably already has this upgrade. +2 VIT, unarmed combat does more damage.
Advanced limb prosthetic - Operating not just as a simple replacement of the arm, but as an upgrade over the original strength. Arm +2 STR, leg +2 DEX
Hidden weapon - An upgrade to an existing prosthetic limb or skeleton, that allows one to extend a weapon from the limb. Very expensive, but worth the expenses to go full deus ex machina. Depending on the grade of weapon, it will consume a certain level in skill slots per round it is used. Undetectable weapon. Automatically retracts when exposed to EMP effect. Cost, skill lvl and AP depend on quality.
Hidden armour - an extendable set of hidden reactive armour. Allowing one to instantly increase AP, at the cost of skill slots. Depending on the quality of this upgrade, the AP can increase, but also consume more skill slots per rounds it is deployed. Undetectable armour. Automatically retracts when exposed to EMP effect. Lvl 5 skill slot per round. +5 levels per additional AP.
[/PTab={background-color:#181818}] [PTab=Special projectiles] Special projectiles
Hollow point modification - Make any weapon just a bit more deadly by modifying the bullet's head into what is known as a hollow point, creating an easily burst open bullet point that causes massive damage on impact but also limits its armour piercing capability significantly. Per production, this modification makes 10 bullets into hollow point bullets. Illegal to use for SRT soldiers. -1 AP. +1 STR. Novice level gunsmith modification.
Armour piercing modification - Give any weapon just a bit more punch-through by modifying the bullet's head into what is known as a armour piercing bullet, creating a strong aerodynamic cone-shaped bullet head that easily punches through armour. Per production, this modification makes 10 bullets into armour piercing bullets. +1 AP. Novice level gunsmith modification.
Wood shaft - An arrow shaft made of wood. Made as classical as possible. Not great when using more powerful bows and quite basic. It makes 12 bolts/arrows, needs an arrowhead to work. Need 1 common non-metal to make. Novice level blacksmith arrow.
Bullet-point arrow - The simplest of the arrows in the world. The bullet-point arrow is a simple bullet-like tip, without any hooks at the side. Most often, they are used for training, and much less often for hunting. It makes 12 bolt/arrowheads. Need 1 common metal to make. Novice level blacksmith modification.
Blunt arrow - A non-lethal arrow used to take out targets without doing much damage to them. They don't effectively pierce armour, but they do cause a blunt damage that other arrows don't typically do. It makes 12 bolt/arrowheads. Need 1 common metal to make. Novice level blacksmith modification. -1 AP, +1 STR. Does blunt damage.
.22 Short - The low calibre bullet type used by the .22 custom made. Adds no bonus to damage. 10 bullets made per production. Their tic-tac size also makes them easily hidden. Need 1 gunpowder, 1 common metal and a metal workshop to make. Apprentice level gunsmith bullet.
.22 Long - A slightly higher calibre bullet used by the .22 custom made. Adds a bit extra punch. 10 bullets made per production. Need 2 gunpowder, 2 common metal to make. Apprentice level gunsmith bullet. +1 AP
.22 Magnum - A high calibre bullet type used by the. 22 custom made to deliver maximum damage. 10 bullets made per production. Need 3 gunpowder, 3 common metal, to make. Journeyman level gunsmith bullet. +1 DEX
Aluminium shaft - A quite basic but also very common arrow/bolt shaft. Relatively low in cost and capable at taking the strain of most bows. It makes 12 bolts/arrows, needs an arrowhead to work. Need 1 uncommon metal to make. Apprentice level blacksmith arrow. +1 PER.
Broadhead arrow - The norm for arrows. These arrows do a good amount of damage and are most common when used in hunting. With its hooking arrowhead, they can be quite lethal and pierce armour well. It makes 12 bolt/arrowheads. Need 1 common metal, 1 common non-metal to make. Apprentice level blacksmith arrow. +1 DEX.
.38 short - A bullet type used by the .38 custom revolver and rifle. Adds nothing extra. Produced in amounts of 5. Need 1 gunpowder, 1 common metal and a metal workshop to make. Apprentice level gunsmith bullet.
12 gauge buck - A 12 gauge buckshot. The standard bullet for the 12 gauge custom. It fires a cluster of smaller bullet pellets which can be inaccurate at a distance, but highly powerful up close. Makes 6 bullets per production. Need 1 gunpowder, 1 common metal and a metal workshop to make. Apprentice level gunsmith bullet.
12 gauge slug - A more accurate bullet for the 12 gauge custom. It fires a singular, large bullet that serves much more accurate than traditional buckshot. Makes 6 bullets per production. Need 1 gunpowder, 2 common metal and a metal workshop to make. Apprentice level gunsmith bullet. +1 PER
12 gauge flechette - A bullet for the 12 gauge, made specifically to rip through armour with its needle-like pellets. Makes 6 bullets per production. Need 1 gunpowder, 3 common metal and a metal workshop to make. Journeyman level gunsmith bullet. +1 STR, +1 AP.
Grabbing arrowhead - An arrowhead made with several hooks on the sides, which shoot out upon impact to clamp into whatever target it hits. This damage can massively incapacitate someone. It makes 12 bolt/arrowheads. Need 2 common metal and 1 common non-metal to make. Journeyman level blacksmith modification. Minor stun when target has an AP 2 points lower than the AP of the bow.
.45 Schofield - The standard loading bullet for the .45 custom revolver. Produced in amounts of 6, these bullets add no specific bonus to the .45 base damage. Need 1 gunpowder, 1 common metal and a metal workshop to make. Apprentice level gunsmith bullet.
.45 Bos - A bullet type used for the .45 custom revolver. They are produced in sets of 6 with a higher gunpowder payload, making their kickback harder to control, but also improving their stopping power. Need 2 gunpowder, 1 common metal and a metal workshop to make. Apprentice level gunsmith bullet. +1 STR, -1 DEX.
.45 Wildeye - A bullet type used for the .45 custom revolver. They are produced in sets of 6 with a much stronger punch, ripping through armour and flesh quickly. Need 2 gunpowder, 2 common metal and a metal workshop to make. Journeyman level gunsmith bullet. +1 STR, -1 DEX, +1 AP.
.45 Magnum - A bullet type used for the .45 custom revolver. They are produced in sets of 6, and each bullet has significant stopping power as well as armour piercing capabilities. Need 3 gunpowder, 2 common metal and a metal workshop to make. Expert level gunsmith bullet. +2 STR, -1 DEX, +1 AP.
.454 Casual - A not so casual bullet used for the .45 custom revolver to punch holes through concrete walls as if they were cardboard. They are produced in sets of 6. The large powder charge and elongated point make for strong hitters. Need 3 gunpowder, 3 common metal and a metal workshop to make. Master level gunsmith bullet. +2 STR, -1 DEX, +2 AP.
20 gauge buck - A buckshot bullet, standard issue for the 20 gauge custom. Fires off multiple small lead pellets. Produced in amounts of 10. Need 1 gunpowder, 1 common metal and a metal workshop to make. Journeyman level gunsmith bullet.
20 gauge slug - A more accurate bullet for the 20 gauge custom. It fires a singular, large bullet that serves much more accurate than traditional buckshot. Makes 10 bullets per production. Need 1 gunpowder, 2 common metal and a metal workshop to make. Journeyman level gunsmith bullet. +1 PER
20 gauge flechette - A bullet for the 20 gauge, made specifically to rip through armour with its needle-like pellets. Makes 10 bullets per production. Need 1 gunpowder, 3 common metal and a metal workshop to make. Journeyman level gunsmith bullet. +1 STR, +1 AP
RIP modification - The Radical Invasion Projectile bullet modification creates a deadly crossover between armour piercing bullets and hollow point bullets. By utilising a full on coper bullet point with especially designed jagged edge, pre-seperated to minimise inter-projectile interference. The bullet stays whole as it pierces its target and deploys the sharded points only after the speed of the bullet has been significantly lowered. Makes 5 bullets per production. Illegal for SRT and UAF soldiers to use. To put it simply, the bullet turns into a miniature cluster-bomb once it gets halfway through your groin. Need 2 common metal and a metal workshop to make. Journeyman level gunsmith bullet. +2 STR, -1 DEX. +1 AP.
Carbon shaft - The professional arrow shaft for the better archers. Made of a solid carbon fibre base. It makes 12 bolts/arrows, needs an arrowhead to work. Need 2 uncommon metal to make. Journeyman level blacksmith arrow. +1 PER, +1 DEX.
Incendiary arrowhead - An advanced arrowhead made with an internal ignition, bursting into fire upon hitting a target and showering them in a small amount of burning chemicals. It makes 12 bolt/arrowheads. Need 1 common metal, 1 common non-metal, 2 natural chemicals to make. Expert level blacksmith modification. Does fire damage. Causes burning.
Incendiary modification - By enhancing the bullet point of any bullet with a fill of chemical combustive, one can change any bullet into a deadly firemaker. This can cause anyone hit by the bullet to take fire damage, and possibly be set alight. Illegal for SRT and UAF soldiers to use. Need 2 gunpowder and a metal workshop to make. Expert level gunsmith bullet. Does fire damage.
40mm shrapnel - A grenade for the M320 grenade launcher. Does basic explosive damage. Can not be modified. Makes 2 rounds per production. Need 3 common metal, 3 gunpowder and a metal workshop to make. Journeyman level gunsmith bullet. +1 STR, AP 3.
40mm smoke - A grenade for the M320 grenade launcher. Creates a smokescreen. Makes 2 rounds per production. Need 3 common metal, 3 gunpowder, 1 uncommon metal and a metal workshop to make. Journeyman level gunsmith bullet. Lowers PER by 2 when shooting through, dispersing under ordinary circumstances after 2 rounds.
40mm anti-armor - A grenade for the M320 grenade launcher. Does increased damage to vehicles. Makes 2 rounds per production. Need 3 common metal, 5 gunpowder and a metal workshop to make. Expert level gunsmith bullet. +1 STR. AP 5.
.50 cartridge - The 'normal' bullets for the .50 custom revolver. Makes 6 rounds. Need 2 common metal, 2 gunpowder and a metal workshop to make. Expert level gunsmith bullet.
.50 magnum - Adding an extra punch to something that already defines overpowered. Does more damage. Need 3 common metal, 3 gunpowder and a metal workshop to make. Expert level gunsmith bullet. +1 STR, +1 AP.
.60 cartridge - A massive bullet for the .60 Zeliska. Makes 6 rounds. Need 3 common metal, 3 gunpowder and a metal workshop to make. Expert level gunsmith bullet.
.60 deathstroke - Overkill with a capital O. Makes 1 round. Need 10 common metal, 10 gunpowder, 5 uncommon metal and a metal workshop to make. Master level gunsmith bullet. +4 STR, +3 PER
Alloy-core shaft - A shaft made with a core of a strong alloy, with a cover of carbon, produces the best possible type of arrow shaft. It makes 12 bolts/arrows, needs an arrowhead to work. Need 1 uncommon metal, 1 common metal to make. Expert level blacksmith arrow. +1 PER, +2 DEX.
Explosive arrowhead - An arrowhead with chemicals compounded in order to explode upon impact. Quite dangerous and incredibly effective. It makes 12 bolt/arrowheads. Need 1 uncommon metal, 2 natural chemicals to make. Master level blacksmith modification. Does explosive damage. Causes minor stun. AP 5.
Crystalline shaft - A shaft made with a crystalline cover over a strong alloy core, made to cause some dangerous effects by having particles of crystal slip into wounds and tear at every movement, causing bleeding and possibly magical effects as well. It makes 12 bolts/arrows, needs an arrowhead to work. Need 1 uncommon metal, 1 rare metal to make. Master level blacksmith arrow. +2 PER, +2 DEX, causes minor bleeding.
Explosive round - This bullet modification adds an explosive payload to the bulletpoint, causing heavy blast damage upon impact. This allows one to surpass armour and heavily damage any target, be it infantry or materiel. Makes 5 bullets per production. Illegal for SRT and UAF to use. Need 1 common metal, 2 gunpowder and a metal workshop to make. Master level gunsmith bullet. +3 STR, +1 PER
[/PTab={background-color:#181818}] [PTab=Modules Melee] Modules - Melee
Flaming Module - A module for customizable knives/throwing knives. Deals 2 burn damage every turn for 5 turns. Can stack. Costs 200 dollars.
Poisoned Module - A module for customizable knives/throwing knives. Deals minor poisoning. Can stack. Costs 200 dollars.
Double bladed Module - A module for customizable knives/throwing knives. Adds a blade on the back of the knife doubles the amount you can attack. Costs 400 dollars.
Returning Module - A module for customizable knives. You can throw your knife and it will come back to you after throwing at the enemy. Incompatible with the barbed module. Costs 800 dollars.
Barbed Module - Makes your knife barbed. Deals minor bleeding. Incompatible with Returning Module. Costs 600 dollars.
Sharp Edge Module - A module for customizable knives/throwing knives. Makes your knife's edge sharper adding an additional 5 damage to each hit. Costs 600 dollars.
Void Module - Enchanted with the void spell Tendrils from beyond. A module for customizable knives/throwing knives. Costs 2000 dollars and an additional 200 for re-enchantment.
Flame module - When the knife is swung or thrown it will throw a line of flame that deals 10 damage at melee range. Can incidentally hit allies within melee range. A module for customizable knives/throwing knives. Costs 1500 $ and an additional 100 for re-enchantment.
Water Module - When the knife is swung or thrown a line of scalding water is thrown out dealing 10 damage at melee range. Can incidentally hit allies within melee range. A module for customizable knives/throwing knives. Costs 1500 $ and an additional 100 for re-enchantment.
Earth module - Uses clump o dirt. When swung will cast the spell Clump o dirt. Must be re- enchanted after every mission. A module for customizable knives/throwing knives. Costs 1500 $ and an additional 100 for re-enchantment.
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 for recharge
[/PTab={background-color:#181818}] [PTab=Equipment] Equipment
Phone - A simple phone, used to make calls and communicate over long ranges. In modern days, smart phones also allow for looking up information on the internet. Quite useful. Does not take up any space in the inventory.
Short-wave radio - A short-wave radio used for short range communication. Most often used by soldiers, security guards and other such professionals. Does not take up any space in the inventory.
Rope - A pack of rope, of varying strengths and quality. Each pack will take up one spot of equipment.
Rucksack - A much larger backpack than the one you're probably used to. It allows you to hold 4 pieces of equipment and 10 consumables, but also makes it harder to move. -2 DEX when equipped. Need 5 STR to use.
Parachute - For all your paratrooper needs, this little guy fits over the back of your armor! Note: SRT is not responsible for deaths caused by falling, getting caught in propellers, being shot down, catching alight, or accidental strangulation by the lines. Negates fall damage if deployed over 20ft/6m.
Rappelling kit - For when you need to be at the bottom of a building, but are on the roof. Or something like that. Takes 1 turn to secure lines, but allows for traversing steep or vertical angles. Ordinarily comes with 40ft/12m of rope, two hooks, and four anchors.
Rebreather - A backpack-like piece of equipment that allows breathing underwater for 4 hours, at a safe limit of 25ft/9m. At 50ft/18m, allows air for only 10 minutes. Anything beyond (Both depths and time) is too dangerous.
Rangefinder - A binocular-looking piece of equipment has what a majority of issued equipment lacks- magnification. Oh yes, this thing has an adjustable zoom to the maximum of 40 times. That is more than what you can typically find on a rifle scope! Ordinarily, a spotter of a sniper team will use this in order to better observe and adjust for variables for a shot. Increased range. (+50 meters to Mid range, and +100 meters to Mid-Long range). -2 accuracy when targeting beyond original range. Passive sensation skill activity when used at long range. Costs 3000 dollars.
Radio-pack - Ever wanted to be badass in that one war film? No not that guy with machine gun or the sniper rifle, but that dude with the sweet backpack-looking radio! Typically issued to scouts or leaders, this will allow communication over ranges that personal comms just cannot match. In the case of leaders, they often have it modified to boost their team's communication at the cost of range. And before you ask- yes it is encrypted. Just make sure the enemy doesn't get a hold of your equipment, m'kay
Medical kit - The main weapon of a combat medic. The medical kit allows for the user to heal anyone by simply spending a round sitting still with whoever they're healing. The medkit is composed of suture kits, bandages, morphine, various potions and other goods to bring someone back to health. Can be used to heal wounded. Time taken to heal depends on severity of wounds.
Flares - A cylindrical handheld device, easily deployed by pulling the cap on its top. It can be thrown or held in hand, as all it does is create a light source in the form of an intense small flame and coloured smoke. It comes in a multitude of colours, each having their own specific meaning. Red flares are used as distress beacons. Green flares are used to designate off-base landing zones for aircrafts. Yellow flares are used to mark and alert for incoming monsters or herds thereof. Black flares are used to alert for spots where biochemical warfare is being used.
[/PTab={background-color:#181818}] [PTab=Defensive structures] Defensive structures
Mounted M61 - A vulcan M61 is mounted upon a tripod, most of the time behind cover. It allows for the operator to hold a defensive position. STR and PER oriented weapon. AP 3.
Mounted TOW - A TOW is mounted upon a tripod, most of the time behind cover. It allows for the operator to hold a defensive position against vehicular attacks. PER oriented weapon. AP 5. At 1000m+ range it will take an additional round before hitting. If the operator is hit during this round it will miss. The operator has to keep aim during the round to hit as the TOW is a constant laser guide.
Phalanx CIWS - Not only is the Phalanx CIWS the pride and renown of the SPR's anti-air project, it is also the main anti-air armament of many outposts, naval ships and bases. The awkward design of its pill-shaped body can fool one, but it is no joke. Its main purpose is deflecting incoming missile strikes, as well as taking out air-vehicles that come too close. The armament of the Phalanx CIWS is a rotary 20mm gun with radar guidance. Optionally, one could manually control it to serve as a devastating ground defence, although such measures would be drastic and desperate. Deflect mode - Incoming missile attacks will fail to hit in a 200m vicinity of the Phalanx CIWS. Deflecting is a mode of the CIWS to which it must be switched. When in this mode, it can not perform any other attacks. Fire mode - The Phalanx CIWS targets any target at 1000m+ range and sends a flurry of bullets at it. AP 5. In this mode the Phalanx CIWS will not deflect incoming missiles.
RIM-67 - The RIM-67 is a surface-to-air missile used by the SPR as an anti-air installation. The missile can be used to target air vehicles as well as naval ships. The missile is made to have a 10.000m long range, as well as proximity fuse. This makes the missile not only effective over a long range, but also allows it to somewhat miss its target and still do its intended damage. AP 5. Can only target air and naval vehicles.
FN BRG-15 - This heavy machine gun is unusual for a lot of reasons. First of all, it feeds from two belts into a single chamber. Second, it used some features that were eventually co-opted by the P90, namely the bottom-facing ejection port. But most importantly, it fires 15.5x106mm bullets so fuck huge they would make an anti-materiel rifle blush at 600 rounds per minute. STR and PER oriented weapon. AP 5. -1 DEX.
Rh 202 - The MachineKanone 20mm Rheinmetall 202 is the SRT's anti-aircraft gun. It is a 20mm auto cannon that since recently comes with radar targetting systems. The installation can be found on naval ships, outposts and bases of SRT. It is used to target close-by air-vehicles as well as possible incoming ground vehicles and infantry. Aside from this, the cannon can also be used to take down incoming missiles. Deflect mode - Incoming missile attacks will fail to hit in a 200m vicinity of the Rh 202. Deflecting is a mode of the Rh 202 to which it must be switched. When in this mode, it can not perform any other attacks. STR and PER oriented weapon. AP 5. In this mode, the Rh 202 can not target incoming missiles.
Starstreak - The SRT's main surface-to-air missile, which is both portable and easy to use. When fired from a missile installation, it will track down its air-born or naval target until close, after which it will deploy three smaller rockets to increase its chance to hit. AP 5. Can only target air and naval vehicles.
Analog lock – A standard security measure found in almost any place. Cheap, but susceptible to lockpicking or breaching. If one does not have the required key, it can still be opened by these manners. Keep in mind that breaching a locked door still makes a lot of noise. Analog locks come in several tiers of difficulty. At novice, it will have a standard health, but with each higher tier it will double in health as well as require more experience to lockpick.
Electronic lock – A standard security measure to lock away useful items or important locations. These electronic locks can withstand normal lockpicking equipment and thus require a keycard or cybertool to open. Doing damage to it will raise alarm.
Camera – A standard security measurement in many secured places. The modern camera is fitted with certain recognition software, allowing it to raise alarm upon seeing detecting an intruder. Due to the recognition software being new, and due to a need to prevent false alarm, the camera will require to analyse a potential intruder for a round before raising alarm. Doing damage to it will raise alarm.
Tesla-tower - This supersized version of the teslacoil is a super-weapon originally engineered by Nikolai Tesla, and later perfected by Chinese storm mages during the second world war. It forms the Anti-air equivalent of a nuclear bomb, being able to completely neutralise any airborne target within a massive 250km range. The structure is composed of three parts. The base, which is usually a military outpost which harbours parts for the coil during peace time, as well as serving as a safeguard against attackers trying to reach the top of the tower. The 'antenna' which is a very tall and thin structure meant for travel up and down. And finally the coil. The coil is the centrepiece of the weapon, where one can find the control room, power supply and actual armament. The coil - as the name implies - is a large metal cage surrounding a smaller control hub. At the centre of this hub, a mesh of many activated mana crystals serves as the powersource. With control boards set up around the powersource as a means for mages to interact and operate the coil. Mana is directed from the source, converting into holy wind magic (lightning) which then makes use of a mage-operated targetting system to launch bolts at any target within range. Due to the massive amount of mana this machine consumes, the tesla-tower causes frequent mana storms. Due to this, the coil part of the tower is disassembled when not in use so that the sensitive equipment can be properly safeguarded and maintained. Setting up such a tower can take up to a week, and most of this time is spent powering up the powersource.
[/PTab={background-color:#181818}] [PTab=Personal gear] Personal gear
All listed below items are reserved for particular individual characters.
Syn's support refit - A set of light armor with pouches attached in various locations, along with a bag for carrying medical supplies. It's seen a lot of use and so is quite worn down. Allows for double the average amount of ammo, rations, and supplies to be carried. Adds 35 HP, Movement 5.
Riachi's armor- An old garb consisting of enchanted dark leather pants and top. It is fitted with metal shoulder plates, a left vambrace, Plated shins and chestplate. The enchantment serves as most of its protection. The garb comes with a long, pure black male single shoulder cape that seems to have been added to the garb later on. The ragged ends of the garbs serve as statement that they've been in use for ages. +60 health. Movement speed 5.
Smile mask -This piece of creepy headgear is designed to cover the mouth, nose and left eye of wearer. The mask has a picture of a simplistic smile face. This design is to mainly give of a creepy look, to strike fear into the user's opponent. The mask provides a small amount of protection, secrecy of the face and even has infrared vision installed in the left eye piece. +5 health and infrared vision
Fleur's Talisman - A small yet ornate stone tablet inscribed in the native language of the Flaura, passed down for generations. Threaded with a leather cord, it has been used to keep the Xochopili safe since time immemorial. +15 health, +10 mana. True Leadership: The inscriptions are not completely aesthetic. By channeling one's strength into the runes, it will help your allies recover their strength. Heal ally within 5 meters for 5 health. Costs 7 mana per individual. Does not affect those at max health, nor boost past max health.
Leontius' armor - Leontius' Gladiatorial Armor is a full set of armor consisting of a pair of huge, circular pauldrons, heavy gauntlets, heavy vambraces and rerebraces, a breastplate with a muscular design covering the entire torso, heavy leggings, a pair of large, heavy boots and last, but not least, a roman helmet with a plume. The helmet has been specifically created to be capable of folding in a way that allows it to fit into a small slot on the back of the armor. Each of the armor's components can be easily removed by the user in case it's deemed as necessary. It also has a long red scarf going from the armor's left pauldron; good for determining the direction of the wind, natural or not - and Leontius thinks it looks neat, so why not. The inside of the armor has an endoskeleton, which makes movement in the otherwise immovable set of armor much easier than you'd expect. The entire set has a golden coat of paint and is gilded sparingly with small red crystals, not only as a false symbol of status, but also to deceive people into thinking he's some sort of hero, as he's usually present in areas currently being destroyed or terrorized. Adds 100 health and 25 stamina. AP 2. Movement speed 3.
Aiolos' Regalia - Aiolos' Regalia is an armor set exclusive to Aiolos Daeceran, consisting of a white aristocratic shirt, a gothic-style black and red-trimmed trenchcoat with the coat split down the middle on the back, a set of flexible formal pants, a pair of fingerless gloves and a pair of studded boots. The trenchcoat proudly bears the insignia of the Daeceran family on it's back and on a small emblem on the front, right below the gun flap. The split coat have been made in a way that allows the user to glide from one place to the next, giving added mobility to the coat. From the front gun flap and going across the back of the trenchcoat then back to the gun flap once more is a small, but durable chain that can be yanked to temporarily enhance the split coat, allowing the user to momentarily hover above the ground. This disenchants the chain, however, so the ability can only be used once before needing a repair. The rest of the set, with the exception being the aristocratic shirt, follow the same color scheme as the trenchcoat; a mainly black and grey coloration with red trimming and silvery buttons. Adds 30 health, 10 mana and 5 stamina to wearer. Allows for sprint, climb, glide and momentary hovering (tier 5). Momentary hovering can be used once per mission.
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