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Post by Crowco Cooper on Jul 8, 2016 19:52:54 GMT
Codex entry - Gear
Everyone 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.
Encumbrance: Armour and armour attachments have a way of weighing down the user. Each full encumbrance point causes -1 DEX and STR, but every two points also lowers shock damage by a degree. Smaller items like consumables and materials attribute 0.05 points to encumbrance.
Attachments: Attachments are useful upgrades than can be applied to most weapons and armour pieces to grant an additional edge in combat. Any piece of armour can have a single attachment. Firearms can typically have a barrel, underbarrel, primary/secondary optic, magazine and grip attachment. Melee weapons typically only allow a grip, guard, heft and hilt attachment.
[PTabbedContent] [PTab=Armour] Armour Armour comes in four different types. Cloth, patch, layered, and composite. Cloth armour is lightweight, but offers very little protection. Patch armor is essentially armour that protects against a singular type of injury or damage and causes a minimal impairment to movement. Layered armour is heavier, but protects against two types of injury and/or damage. Composite armour is the strongest armor, as it typically makes the user immune to one type of damage/injury, while protecting against two others, but requires an exoskeleton to be worn. Unless the wearer has more limbs than typical, a total of seven pieces of armour can be worn. Two for the arms, two for the legs, one for the torso, one for the head and a cape to the back. These are also the possible places where attacks can target the user.
Cloth armour Cloth armour attributes nothing towards encumbrance, making it the most lightweight armour available. Wearing a full suit of cloth armour will grant +1 DEX. If wearing a matching suit, +1 EMO.
Comfort fit - Not exactly armour. Comfortable clothes, often made with some soft inner layering, serves to soothe the wearer. Offers no physical protection, but does keep the wearer more sane during difficult times. A full suit must be worn to enjoy its effect (arms, legs, torso, head). Attacks that damage EMO hurt for 1 point less. AP 1. Needs 1 cloth to make. Novice armorer gear.
Leather - A lightweight type of armour that offers some minimal protection against the slashing of blades, but otherwise offers no protection. Lowers slashing damage by a degree. AP 1. Needs 1 processed skin to make. Apprentice armorer gear.
Hazmat - Short for 'hazardous materials', a hazmat suit helps protect against the influences of hazardous materials. Though it makes the wearer immune to poison damage, it leaves them utterly defenseless against other attacks. A full suit must be worn in order to gain it's benefits (arms, legs, torso, head). Immune to poison damage. AP 1.
Scuba - Made to assist movement in water rather than protect the wearer. A full suit must be worn in order to enjoy its effects (arms, legs, torso, head). +4 DEX when underwater, -2 DEX when on land. AP 1.
Patch armour In the case of patch armour, each piece atributes 0.3 points towards encumbrance. Wearing a full suit of patch armour will grant +1 VIT. If wearing a matching suit, +3 VIT.
Kevlar - Made from a weave of ballistic fiber that can absorb high velocity impacts and distribute their force across; It serves as the primary and simplest form of protection to fend off piercing damage. Lowers piercing damage by a degree. +1 VIT towards specific body part. AP 2. Needs 2 synthetic fiber to make. Apprentice armorer gear.
Ceramic - Made from reinforced earth-works, ceramic plates do especially well at absorbing and redistributing the force of blunt attacks. Similar quality can be achieved with processed carapaces by creative armorers. Lowers blunt damage by a degree. +1 VIT towards specific body part. AP 2. Needs 2 uncommon non-metal or processed skins (carapace) to make. Apprentice armorer gear.
Metal - Made from a steel alloy, these metal plates do well at fending off sharp blades and edges, preventing slashing attacks from hurting the wearer. Similar effects can be achieved with the use of animal bones, provided the armorer knows what they're doing. Lowers slashing damage by a degree. +1 VIT towards specific body part. AP 2. Needs 2 common metal or common non-metal (bone) to make. Apprentice armorer gear.
Chainmail - Made from small, interlinking steel rings. These rings are somewhat protective, but are mostly useful due to their protective capacities against magic, which their particular morphology refracts upon impact. Lowers pure mana and void damage by a degree. +1 VIT towards specific body part. AP 2. Needs 1 processed skin (leather) and 1 common metal to make. Apprentice armorer gear.
Hide - A tough armour made from the hide of beasts. The natural layers protect the user well from the elements, as well as the influences of some magics. Lowers water, ice and wind damage by a degree. +1 VIT towards specific body part. AP 2. Needs 2 skins (hide) to make. Novice armorer gear.
Arachnoiyan weave - A type of silk produced by an Arachnoya. The silk is flame-retardant, thus making it excellent for resisting certain types of burning magic. Similar effects can be achieved with the use of processed scales. Lowers fire and light damage by a degree.+1 VIT towards specific body part. AP 2. Needs 2 uncommon non-metal (arachnoiyan silk) or processed skins (scales) to make. Apprentice armorer gear.
Layered armour In the case of layered armour, each piece attributes to 0.5 points towards encumbrance. Wearing a full suit of layered armour will grant +2 VIT. If wearing a matching suit, +5 VIT.
Plated kevlar - A bracing of kevlar armour with either ceramic or metal plates stuck inside. The typical armour of a guardsman or SWAT officer. Lowers piercing damage and blunt OR slashing damage by a degree. +2 VIT towards specific body part. AP 3. Needs 1 kevlar armour and 1 metal/ceramic armour to make. Journeyman armorer gear.
Plate mail - The favoured armour of spellblades everywhere. Platemail consists of chainmail armour, covered by metal plates. This gives a nice resistance towards both the slashing of blades and the influence of certain spells. Lowers slashing, pure mana and void damage by a degree. +2 VIT towards specific body part. AP 3. Needs 1 chainmail and 1 metal armour to make. Journeyman armorer gear.
Arachnoiyan kevlar - A more densely weaved version of arachnoiyan silk that mimics the effects of kevlar, while granting highly flame-resistant armour. Lowers fire, light and piercing damage by a degree. +2 VIT towards specific body part. AP 3. Needs 2 synthetic fibers and 2 arachnoiyan silk to make. Journeyman armorer gear.
Scale armour - An assortment of earth-work plates covered in a layer of steel. It is the preferred armour of the melee fighter who likes to be resistant to blade and hammer. Lowers blunt and slashing damage by a degree. +2 VIT towards specific body part. AP 3. Needs 1 metal and 1 ceramic armor to make. Journeyman armorer gear.
Feather fit - Perhaps one of the more unusual armour sets. Feather fit is made from beast-feathers woven together with arachnoiyan silk, creating a set of armour that protects especially well against the elements and magic attacks of several types. Lowers fire, light, water, ice and wind damage by a degree. +2 VIT towards specific body part. AP 3. Need 2 great feathers and 2 arachnoiyan silk to make. Journeyman armorer gear.
Composite armour In the case of composite armour, pieces can typically not be worn effectively without the use of an exoskeleton. For the daring soul; Each piece atributes a whole 1 point towards encumbrance. Wearing a full suit of composite armour will grant +7 VIT. If wearing a matching suit, +1 AP
Exoskeleton - A high-end piece of equipment that is meant to make the use of composite armour realistically possible. The exoskeleton will support the body, compensating for the immense weight. Alternatively, it can be worn with lighter armour, thereby benefitting from increased physical strength and speed. +7 to DEX and STR. AP 1.
Juggernaut - Typically reserved for the most intense offensives. The juggernaut armour features large ceramic plates, which is layered in between kevlar and metal plates. It stops blunt attacks dead in their tracks, while piercing and slashing attacks have significantly diminished utility. Immune to blunt damage. Lowers piercing and slashing damage by two degrees. +3 VIT towards specific body part. AP 4. Needs 2 ceramic and 1 plated kevlar (metal) to make. Expert armorer gear.
IED suit - A suit of armour made from tightly weaved arachnoiyan silk, set with ceramic plates. It is typically worn by bomb defusal, as it is especially capable at resisting explosive damage. Immune to explosive damage. Lowers blunt and fire damage by two degrees. +3 VIT towards specific body part. AP 4. Needs 2 arachnoiyan weave and 1 plated kevlar (ceramic) to make. Expert armorer gear.
Rune-set armour - Made from a mixture of steel and ceramic plates inlaid with runes, the rune-set armour grants the ideal protection of a paladin. While granting strong protections against both slashing and blunt damage, the runes will adapt to the wielder, making them immune to whatever magic they use. Especially adaptive when the wearer can use different elements, as the armour will be able to switch immunity to whatever type of elemental damage was last dealt by the wearer. Immune to select elemental damage. Lowers blunt and slashing damage by two degrees. +3 VIT towards specific body part. AP 4.
Custom composite armour - A skilled armorer can fix together different pieces of patch and layered armour to create something truly special. Immune to 1 type of damage. Lower 2 types of damage by 2 degrees. +3 VIT towards specific body part. AP 4. Expert armorer gear.
Havel - Named in honour of an ancient champion of Gaya. Havel armour - also dubbed 'mage killer' armour - is made from a set of stone plates produced artificially through earth magic. It is made specifically to be resistant to most forms of magic, while also providing a modest level of protection against physical attacks. Immune to pure mana, void, fire, light, water, ice and wind damage. Lowers blunt and slashing damage by one degree. +3 VIT towards specific body part. AP 4.
Legendary composite armour - Only a master of the craft can create the most resilient kinds of armour. Immune to 2 types of damage. Lowers 3 types of damage by 1 degree. +3 VIT towards specific body part. AP 4. Master armorer gear.
[/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. Barrel attachment.
Compensator - A barrel upgrade that uses the released gasses from a shot to angle the gun downwards after firing. True to its name, this allows for the compensation of recoil, but also lowers bullet velocity. +1 DEX, -1 PER. Barrel attachment.
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. Barrel attachment
Extended barrel - A longer barrel that gives a bit more accuracy, at the cost of speed. +1 PER when firing weapon, -1 DEX. Barrel attachment.
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. Underbarrel attachment.
Bipod - An attachment for the underbarrel 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. Underbarrel attachment.
Laser dot target - an attachment for the underbarrel 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. Underbarrel attachment.
Tactical flashlight - A flashlight that can be attached to most weapons to allow beter sight in dark areas, while also blinding enemies during exchanges of gunfire. +1 PER in low light situations. -1 PER when targeting an enemy that is targeting the user. Underbarrel attachment.
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. Magazine attachment.
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. Magazine attachment.
Quick loader - Another license-based attachment. The magazine of a firearm is re-fitted to be quickly used for reloading. This allows for every second reload to take no action to perform. No action use for every second reload. Magazine attachment.
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. No reload action cost. Crossbows that fire and reload in one action can fire twice per action. Magazine attachment.
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. Bolt action takes 1 action to fire. Magazine attachment.
Folded stock - A stock that can be folded, making it more wieldy but also less easy to control. -1 STR, +2 DEX. Grip attachment.
Fixed stock - A stock made solid and worked specifically to fit the users shoulder. -1 DEX, +2 PER. Grip attachment.
Dampened stock - A stock made to take the recoil of firing well, allowing the user to sustain powerful shots better. - PER, +2 STR. Grip attachment.
ERGO grip - An ERGO grip that allows better wielding of the weapon. Feels a lot more comfortable. +1 DEX. Grip attachment.
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. Primary optic attachment.
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. Primary optic attachment.
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. Primary optic attachment.
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. Primary optic attachment.
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. Primary optic attachment.
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. Secondary optic attachment.
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. Secondary optic attachment.
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. Secondary optic attachment.
[/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. Barrel attachment
Compensator - A barrel upgrade that uses the released gasses from a shot to angle the gun downwards after firing. True to its name, this allows for the compensation of recoil, but also lowers bullet velocity. +1 DEX, -1 PER. Barrel attachment.
Extended barrel - A longer barrel that gives a bit more accuracy, at the cost of speed. +1 PER, -1 DEX. Barrel attachment.
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. Underbarrel attachment.
ERGO grip - A rubber ERGO grip to fit the hand of the wielder better. Makes the sidearm better to wield. +1 DEX. Grip attachment.
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. Optic attachment.
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. Optic attachment.
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. No action use for reload on every second reload. Magazine attachment.
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. Reloading no longer takes an action. Crossbows that fire and reload in 1 action can now fire twice per action. Magazine attachment.
[/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. Grip attachment.
Spiked pommel - By putting a spike on the pommel of the weapon, the user can engage with surprising range. Can unscrew and throw pommel, doing piercing damage. AP 2.
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. Heft attachment.
Lacerating edge - Adding a lacerating effect to the knife or sword, attacks with this weapon will cause a lasting minor bleeding effect. Increase Bleed injury by one degree on succesful hits. Heft attachment.
Streamlined form - A reforging method for any melee weapon made of metal that makes the weapon more accurate in its strikes. +1 PER. Heft attachment.
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. Heft attachment.
Straight guard - Adds a protective guard that sticks out at the sides above the grip. Though ordinarily meant to protect the fingers and wrist, the blunt forwardness of these guards can help reinforce the bashing capacity of a blade's guard. +1 STR when using the bash skill. Guard attachment.
Bracer guard - A guard which encapsulates around the hilt, granting the hands protection while also reinforcing the bashing capacity of a weapon. +2 STR when using the bash skill. Guard attachment.
Ring guard - A guard which is shaped as an open ring. Meant to catch and lock with another's guard, which gives an edge in sword-to-sword combat. +2 DEX when fighting a target wielding a sword. Guard attachment.
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. Hilt attachment.
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. Hilt attachment.
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. Hilt attachment.
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. Hilt attachment.
[/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 one degree less damage.
Rubber lining- An upgrade for the average armour that sets the edges of its kevlar with rubber, thus isolating and reducing electric damage. Lowers electric damage by a degree.
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/or shinguards of the armour, allowing for the user of the attachment to do bleed damage with unarmed attacks. Unarmed attacks do slashing damage. Can only be worn on limbs.
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. Must be worn on every piece of armour to work. +3 VIT, -1 EMO to anyone targeting wearer.
Ghillie - Covers the armour in fake foliage, creating highly effective camouflage as long as all pieces of armour are covered. Use the camouflage skill - if learned - without the cost of skill slots. Must have every armour piece attached.
Knife launcher - A small device set upon 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. Each knife shot consumes an action. DEX oriented weapon. Does piercing damage. Does not take up a weapon slot. Short range.
Hidden gun - A small gas-operated device that fires 9mm bullets. Contains 3 bullets per magazine and must be hand-loaded. Firing takes a single action. PER oriented weapon. Does piercing damage. Does not take up a weapon slot. Medium range.
Hidden shotgun - A small, single-load barrel that fires 20 gauge shotgun shells. Firing takes a single action STR oriented weapon. Does shock damage. Does not take up a weapon slot. Short range.
Shock absorbers - Small dampeners set under the armour that compensate the impact of attacks. Lowers Shock injury by a degree.
[/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 organ.
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. Lower poison injury by a degree (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. Lower poison injury by a degree (only liquid) and negate negative effects of drugs.
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. Lower poison injury by a degree (if liquid or bloodborne).
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. Lower Bleed injury by a degree.
Auto-injector - Installs a subdermal injection system that administers up to three liquid consumabele without the need for an action. Removes action cost for three liquid consumabele. Must be loaded outside of combat.
Titanite skeleton - Your grandma probably already has this upgrade in her hips. Lowers Break injuries by one degree, increases Break injuries inflicted with unarmed combat by one degree.
Advanced limb prosthetic - Operating not just as a simple replacement of the limb, but as an upgrade over the original strength. Requires a prosthetic limb to be present. 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. Needs 2 actions to activate. Automatically retracts when exposed to shock injury. 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. Needs 2 actions to activate. Automatically retracts when exposed to shock injury. Lvl 10 skill slot per round. +10 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. do additional Slashing damage. 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. Does piercing damage.
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. Does Blunt damage.
.22 Short - The low caliber 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. Does shock damage.
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. Converts Shock to Piercing damage.
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. Converts Shock to Piercing damage. +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. Does shock damage 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. Converts Shock to Piercing damage.
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. Converts Shock to piercing damage. +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. Adds slashing damage, increase piercing damage by one degree. +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. Adds fire damage.
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. Adds 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. Adds slashing damage. 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. Does no damage.
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. Increases piercing damage by one degree. when targeting vehicles. 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. Increases piercing damage by one degree. +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. Increases piercing damage by one degree. +1 AP.
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. 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, adds slashing damage.
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. Converts to explosive damage.
[/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 20 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. Does piercing damage. 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. Does explosive damage. 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. Does explosive 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 fucking 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.
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