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Roll To Dodge / Mainpiston 2.0: Epilouge
« on: June 02, 2016, 01:44:27 pm »
The hunt it is ready? yes yes, HAHAHAHAHA! THEN LET US HUNT.
Now I understand that since you will be boarding various planes and engaging in parachute drops and all that fun stuff, I can see that you would like guns, well don't worry we have guns.
Now guns would be fairly useless if there weren't people to use them and those people would be useless if they didn't have any skill in the gun so.
Looking for about 7 people.
Spoiler: what? (click to show/hide)
Inspired by piecewise's Mainspring and Einsteinian Roulette, I bring you Mainpiston my first actual game aside from the test game I just ran.
Spoiler: the rules (click to show/hide)
I roll a 36 sided virtual die and then use a table to that syvaris kindly made for me. I steal the general idea that PW used for ER. Thats for all skills that are not Daemonism an beast mastery for those it's all direct bonuses to the roll, mostly because as you gain more power in daemonism and beast mastery then you become more unstable and more likely to stress yourself.
Now I understand that since you will be boarding various planes and engaging in parachute drops and all that fun stuff, I can see that you would like guns, well don't worry we have guns.
Spoiler: armory (click to show/hide)
Types of small arms
As you guys encounter and discover new things the armory will probably expand.
You all get 20 coins to begin with.
Marksmanship:
(5) Pistol: a standard M1911 style pistol, good in close combat but not much else. 7+1 shots (14 rounds in 2 magazines for 1 gold piece)
(5)Door Ram: Want to break down a door? Here you go (Requires +2 strength to lift)
(10) Rifle: This is your rifle there are many like it, but this one can be yours for the low low price of (10) gold pieces, semi automatic, 8 rounds of .30 bullets per magazine 1 en-bloc magazines per 1 gold piece.
(7) Shotgun, your standard WWI era trench gun five round tube magazine plus one in the chamber, good at clearing a room, but you're not reloading in a hurry. Can buy a case of 10 shells for (2) gold piece
(15) Sniper rifle: A longer and more accurate gun than the basic rifle. Packs a stronger punch, but is bulky and slow to fire due to the bolt action mechanism. Ammo is 30-06 with five rounds per coin.
(15) Flamethrower: When trying to hold off hordes of beasts baying for blood, there's few solutions stronger than a steady stream of napalm. This bad boy can spray a twenty-meter long flame... for a mere ten seconds. Requires +2 strength to carry the heavy fuel tank, and extra napalm costs 1 coin for five seconds worth.
(20) Fleshrender Rifle: This thing is a heavily modified rifle that fires specially made high-velocity hollow point rounds, designed to efficiently put down the softer beasts. Won't work on those with bone plating or supercoagulents down, though.
(25) 4 gauge shotgun: This is a massive and ludicrously heavy close range shotgun however , almost nothing beats it for putting down beasts with bone plates or other defenses. 4 shells per coin and may your shoulder bone rest in piece.
(25) Thompson sub machine gun: The perfect weapon for talking in bad Italian accents, attending to a little business and generally acting like a 20’s era gangster. Comes with a 30 round magazine and boasts an impressive 700 round per minute. Comes with an extra mag loaded each extra mag is 2 coins.
Chambered for .45 APC the same as the pistol.
(25)panzershrek: take a rocket stick it in a pipe and boom you have a panzershrek. Handy if you need to take out a tank blow up some bunkers or just absolutely fuck over a plane if your close enough. It comes with a variety of warheads including anti armor, for armored cars and endo exosuits, concussion, for planes, and chemical, for warcrimes, each warhead is 5 tokens and it comes with a free one of your choice pre loaded. If you're feeling lucky your doctor could try to make one.
(30) Anti tank rifle.
This abomination is a British Boys antitank rifle that’s been converted to kill beasts and is pretty much overkill for anything except endo exoskeleton humans or heavily armored beasts. 1 round per coin.
Dex:
(Free) Service knife: It’s a knife, it cuts people, stabs people, and is attachable as a bayonet.
(3) Punch gun. A single shot pistol strapped to a glove. It is fired by punching someone, mostly for pilots who don’t feel like actually using a pistol to kill people. It rolls on Dex. ammo is 14 .45 rounds for 1 gold piece. (2) upgrade for the gun gives it four shots before needing to reload.
(3) frag grenades. Upon exlopding it shoots shrapnel everywhere This is something that your doctor could make if you are cheapskate.
(3)Smoke grenade: About what the name suggests they produce a thick and obscuring smoke when thrown down. This is also something a doctor could make
(3)Thermite: Upon being thrown it producses intense heat immedialtlly around it mostly only good for killing things that don’t move much or if you can get it lodged in something, like a beast's stomach. It can also be made by a doctor.
(4) C3: rolls on intelligence and dex, It’s a complicated plastic explosive, don’t let it get cold and it’ll do everything you want it to do. This is also something that an doctor could make
Strength:
(2)medieval weaponry that's not infused with dameons though you could always pay a lot extra and make it so.
Long swords are -2 to dex to using them in a plane but could be handy on the ground.
Short swords -1 to dex on plane but less handy on the ground.
spears -2 to dex on the plane but could be very handy on the ground only one problem most beasts claws are sharp enough to destroy a spear haft so factor that in.
hatchet style hand axe no dex penalty but only so useful.
two handed axe -2 to dex while on plane but gonna do a fair bit of damage to someone on the ground.
(15) Diamond toothed chainsaw, This thing can cut through steel and is generally pretty good for opening new holes in places that didn’t initially have them.
(15) Great shield, capable of blocking small arms and surviving a shot or two from heavier weaponry, this behemoth requires +3 strength to lift or an endo exoskeleton.
Daemonism:
(10) Ameutuer Daemon kit this little kit is filled with some tuning forks and various little odd’s and ends for summoning weaker Daemons suitable for filling most of the pre made stuff and has enough paint for the simpler stencils. And doing a bit of field work.
(10)Daemon Key: Want to open up a door without breaking it? Use this: It will drain your energy pretty fast though.
(15)Daemon knife: Once fused with a daemon it can block bullets and give you an edge in a knife fight however it drains your energy from you.
(20) daemon mace: This thing is denser, harder, and heavier than it should be it also can guide your hand. It’s really good for cracking endo exosuits or armored beasts open (+2 strength to lift)
(25)Daemon tooth: This thing gives you a boost to charisma at the cost of permanently decreasing your energy.
(20)Daemon eye: Pluck out your own eye or a friends and install this metal ball into the now vacant eye socket infuse it with a Daemon and you are good to go. Gives you some limited seeing through walls ability but it will drain your energy slowly. Also lets you see thermal vision.
(25) Professional Daemon kit This bulky kit has a bunch of tuners and various pitch producing objects suitable for calling the stronger Daemons into the world. It acts as a portable lab that you can put on your plane or home base, and then set up as in an FOB if you need to, it also comes with a lot of paint and tattoo ink for making your own paintings.
(35) Daemonpilot. For whatever reason all daemons infused into this mechanism are called George, but regardless this thing will let you use your daemonism stat instead of your piloting stat, however this is a very involved ritual and you can essentially only use this on planes you have access to before hand and even then only use it on one plane.
(double whatever the price of the regular bullet is) Daemon bullets: these are daemon infused FMJ bullets they can slightly increase accuracy over long ranges handy for machine gunners cannon operators and snipers, but pretty useless for close combat. These are usable by just about anyone with a non negative daemonism stat, but the very archdaemon to infuse and tire the user out a bit as they use them. They essentially let you roll daemonism to determine a bonus for longer range shots when using it. Dameonists must actually infuse it beforehand though. Also applies to panzershreck rockets
(50) Golem: This is one of the most difficult, dangerous, and literally insane thing a Daemonist can ever expect to do. He gives a Daemon a body. Made of metal.
(100)
Daemon fighter: This fighter plane is entirely made of daemon infused metal and requires a ludicrous number of rituals to bring this thing to full power though once you’ve done that though this little fighter can do just about anything you want it to do including transforming into your own little hardsuit*. *large amounts of daemon infused metal does not like being in close proximity this could end very badly for all parties involved. (+4 daemonism required to even have a chance of flying this thing) Also a fair amount of end is probably pretty useful you are going to get tired pretty fast especially if you're using it as a hard suit daemons do not like that not enough vibration essentially.
Beast mastery:
(20) Beast kit: This kit will let you interact the wild beasts of the ground and the air without being torn to shreds.... maybe. Comes with a wide variety of syringes for inserting various haphazardly made volatile chemicals into the slathering thing that’s trying to kill you. Also comes with traps and ropes for capturing the smaller beasties. Beastie Alchemy kit.(1 strength)
(100)
the big beast kit this thing is for putting in your home base and leaving it there mostly because it’s so big and heavy nothing else can hold it not even your souped up bombers. This thing is for taming the true monstrosities of the area, tree height abominations with a penchant for killing. As well as performing the alchemy on them it’s not so much that anything’s different it’s more a question of scale. Let me put it this way to bring the true monstrosities back you have to disable them cut them to pieces and bring the part with a brain home, and then rebuild it from there. Yeah it’s pretty involved.
Genemoding for beasts:
This is for punks who aren't feeling lucky and would like to buy a semi guaranteed genemodding success.
(2) Extra eye this will give your beast enhanced sight. can be made thermal for 6 coins
(10) amphibious: It can breath on either land or water. Not super useful but you never know.
(5) Extra arms/claws/needles just about what the name would suggest.
(12) toxic secretions it produces a random poisson decided by a dice roll if you make it yourself however you get to decide what it is.
(
Bone spur launcher: It lets your beast obtain a bone spur launcher firing a spike of bone with the force of a rifle.
(20) Wings, they let the beast fly, or plummet towards the ground if it gets tired. one of the two.
(10) Damonism sniffer the beast can sense when Daemons are near and alert you to this worrying fact, handy if you're supposed to be finding a daemon object or just trying to find where the hell the deamonist that’s tearing your team apart is.
(25) Mockingbird: This mutation affectionately called the mockingbird by the beast masters lets the beast take on the voice or sound of anything that it has heard before as long as you tell it exactly what to say via your neural link. Maybe that charisma stat will finally come in handy.
(15) Bone plates These are extremely thick bone plates around the beast's brain containing appendage and it’s vital organs.
(40) pheromones: This can be used to make other beast more docile. Or really attracted to you one or the other
(30) active camo: They're coming outta the goddamn walls! Think a cuttlefishes ability. Can be defeated by thermal vision
Human-beast mods:
3) Insulation: Have you ever wanted to wander around the plane buck naked and not freeze to death? Well just take this mod and all your dreams of stripping on a plane can be fulfilled yah voyerist. Also might help make you a little better at taking some blunt force trauma.
(3) Extra eye this will give you enhanced sight. For an extra 8 coins will give you thermal vision.
(14) amphibious: You can breath on either land or water. Not super useful but you never know.
(7) Extra arms/claws/needles just about what the name would suggest.
(16) toxic secretions you produce a random poison decided by a dice roll if you make it yourself however you get to decide what it is.
(11) Bone spur launcher: It lets you obtain a bone spur launcher firing a spike of bone with the force of a rifle.
(15) Acid spitter coins: Convert that old and inefficient stomach into an efficient acid producing factory, spit resulting acid at enemies. Caution: Acid is unlikely to immediately kill....though it is likely to make your enemies wish they were dead. Also handy as anti exo-endo suit weapons. Acid takes time to build up, baring extended time in the field, this thing is only gonna be single shot.
(20) bone plates: Placed around your more vital organ these plates will protect you against pistol fire and a couple of rifle shots.
(27) Wings, they let you fly, or plummet towards the ground if you get tired. one of the two.
(34) Mockingbird: This mutation affectionately called the mockingbird by the beast masters lets you take on the voice or sound of anything that it you have heard before. Maybe that charisma stat will finally come in handy.
(20) Bone plates These are extremely thick bone plates around your brain containing appendage and your vital organs.
(54) pheromones: This can be used to make beasts more docile. Or really attracted to you one or the other
(40) active camo: They're coming outta the goddamn walls!
Support:
(5) Flack Jacket: Are you tired of picking pieces of flack and shrapnel out of your chest and head? Are you looking for something that you can put on and believe that you are now protecting your chest from the worst of shrapnel, frags and beast claws and has a chance of protecting you from pistol rounds? Well look no further The Flack Jacket is here. side effects include: making rifle caliber shots worse and instilling a sense of overconfidence. Does not protect your limbs.
(5) Radio: A big heavy backpack, useful for talking to people who also have a radio. Such as planes and your friends.
(5) Medical textbooks: They are specialized in a specific sort of injury, like broken bones (regardless of the location--it works for skull fractures and tib/fib breaks). If you have a relevant book, you can roll intelligence as an "assist another" action, and apply the bonus to your med skill.
(10) Light engineering kit This kit will let you make some repairs to ship components and other mechanical devices as well as weapons. How does it work? IT’S ENGINEERING MAGIC! DON’T QUESTION ENGINEERING MAGIC.
(10)Light medical kit This thing is essentially just a bunch of bandages, some hemostats tourniquet, and some ether, gasoline, and pure oxygen in various bottles. Have fun mixing the three.
(10)Light beast kit: This is a small manportable kit for capturing and keeping your beasts tame in the field. May or may not contain treats made of human bone
(10) Fireproof suit+respirator. Handy for if you don't want to be killed by your flamethrower when you set a plane on fire.
(20)Heavy Engineering kit: this kit will let you repair the ship and make stuff on the fly, How does it work? IT’S ENGINEERING MAGIC! DON’T QUESTION ENGINEERING MAGIC. ((requires 2 strength to carry as backpack and set up shop))
(25)Medical kit: This thing looks a lot like a light engineering kit that got stuffed into a beast kit and then a bunch of bandages got shoved in there too. Well I can’t reveal trade secrets but you might be onto something. Why the high price? Well we tossed in the alchemy kit to, just for good measure and to let you make highly dangerous and unethical concoctions in the field. Requires one strength to carry and acts as a minihospital that can be place on your plane or carried around if you really need to.
(40) Beast fusion kit. This is absolutely insane and unethical, with this you may take the powers of your favorite beastie and make them a bit more personal, that's right you aren’t reliant on the insane but well trained mind of that beast of yours, your slaughtering it for that sweet sweet genetic material and integrating it into yourself or a buddy, have fun!* you can also buy beast mods at beast prices and then integrate them.
*Note tampering with your genetic material may kill you.
(50) Full on exoskeleton body wait did I say exoskeleton? Yeah I really meant an exo-endoskeleton so that shit is not coming off, on the other hand goddamn you are going to be durable. I mean sure you're a hideous abomination of flesh and machine but hey at least your not going to die as fast.
(50) this thing lets you do more complicated alchemy in the field. That's about it I don’t have a snarky description for you sorry about that
(75) this is an upgrade for the full on exo endo skeleton it is slower but slightly more armored making it harder to kill, however direct hits from anti armor rounds will still kill it. It comes with a 30 second flamethrower mounted on an arm and a panzershrek,. This can also be bought as a separate 25 coin upgrade to the 50 coin endo exoskeleton.
As you guys encounter and discover new things the armory will probably expand.
You all get 20 coins to begin with.
Marksmanship:
(5) Pistol: a standard M1911 style pistol, good in close combat but not much else. 7+1 shots (14 rounds in 2 magazines for 1 gold piece)
(5)Door Ram: Want to break down a door? Here you go (Requires +2 strength to lift)
(10) Rifle: This is your rifle there are many like it, but this one can be yours for the low low price of (10) gold pieces, semi automatic, 8 rounds of .30 bullets per magazine 1 en-bloc magazines per 1 gold piece.
(7) Shotgun, your standard WWI era trench gun five round tube magazine plus one in the chamber, good at clearing a room, but you're not reloading in a hurry. Can buy a case of 10 shells for (2) gold piece
(15) Sniper rifle: A longer and more accurate gun than the basic rifle. Packs a stronger punch, but is bulky and slow to fire due to the bolt action mechanism. Ammo is 30-06 with five rounds per coin.
(15) Flamethrower: When trying to hold off hordes of beasts baying for blood, there's few solutions stronger than a steady stream of napalm. This bad boy can spray a twenty-meter long flame... for a mere ten seconds. Requires +2 strength to carry the heavy fuel tank, and extra napalm costs 1 coin for five seconds worth.
(20) Fleshrender Rifle: This thing is a heavily modified rifle that fires specially made high-velocity hollow point rounds, designed to efficiently put down the softer beasts. Won't work on those with bone plating or supercoagulents down, though.
(25) 4 gauge shotgun: This is a massive and ludicrously heavy close range shotgun however , almost nothing beats it for putting down beasts with bone plates or other defenses. 4 shells per coin and may your shoulder bone rest in piece.
(25) Thompson sub machine gun: The perfect weapon for talking in bad Italian accents, attending to a little business and generally acting like a 20’s era gangster. Comes with a 30 round magazine and boasts an impressive 700 round per minute. Comes with an extra mag loaded each extra mag is 2 coins.
Chambered for .45 APC the same as the pistol.
(25)panzershrek: take a rocket stick it in a pipe and boom you have a panzershrek. Handy if you need to take out a tank blow up some bunkers or just absolutely fuck over a plane if your close enough. It comes with a variety of warheads including anti armor, for armored cars and endo exosuits, concussion, for planes, and chemical, for warcrimes, each warhead is 5 tokens and it comes with a free one of your choice pre loaded. If you're feeling lucky your doctor could try to make one.
(30) Anti tank rifle.
This abomination is a British Boys antitank rifle that’s been converted to kill beasts and is pretty much overkill for anything except endo exoskeleton humans or heavily armored beasts. 1 round per coin.
Dex:
(Free) Service knife: It’s a knife, it cuts people, stabs people, and is attachable as a bayonet.
(3) Punch gun. A single shot pistol strapped to a glove. It is fired by punching someone, mostly for pilots who don’t feel like actually using a pistol to kill people. It rolls on Dex. ammo is 14 .45 rounds for 1 gold piece. (2) upgrade for the gun gives it four shots before needing to reload.
(3) frag grenades. Upon exlopding it shoots shrapnel everywhere This is something that your doctor could make if you are cheapskate.
(3)Smoke grenade: About what the name suggests they produce a thick and obscuring smoke when thrown down. This is also something a doctor could make
(3)Thermite: Upon being thrown it producses intense heat immedialtlly around it mostly only good for killing things that don’t move much or if you can get it lodged in something, like a beast's stomach. It can also be made by a doctor.
(4) C3: rolls on intelligence and dex, It’s a complicated plastic explosive, don’t let it get cold and it’ll do everything you want it to do. This is also something that an doctor could make
Strength:
(2)medieval weaponry that's not infused with dameons though you could always pay a lot extra and make it so.
Long swords are -2 to dex to using them in a plane but could be handy on the ground.
Short swords -1 to dex on plane but less handy on the ground.
spears -2 to dex on the plane but could be very handy on the ground only one problem most beasts claws are sharp enough to destroy a spear haft so factor that in.
hatchet style hand axe no dex penalty but only so useful.
two handed axe -2 to dex while on plane but gonna do a fair bit of damage to someone on the ground.
(15) Diamond toothed chainsaw, This thing can cut through steel and is generally pretty good for opening new holes in places that didn’t initially have them.
(15) Great shield, capable of blocking small arms and surviving a shot or two from heavier weaponry, this behemoth requires +3 strength to lift or an endo exoskeleton.
Daemonism:
(10) Ameutuer Daemon kit this little kit is filled with some tuning forks and various little odd’s and ends for summoning weaker Daemons suitable for filling most of the pre made stuff and has enough paint for the simpler stencils. And doing a bit of field work.
(10)Daemon Key: Want to open up a door without breaking it? Use this: It will drain your energy pretty fast though.
(15)Daemon knife: Once fused with a daemon it can block bullets and give you an edge in a knife fight however it drains your energy from you.
(20) daemon mace: This thing is denser, harder, and heavier than it should be it also can guide your hand. It’s really good for cracking endo exosuits or armored beasts open (+2 strength to lift)
(25)Daemon tooth: This thing gives you a boost to charisma at the cost of permanently decreasing your energy.
(20)Daemon eye: Pluck out your own eye or a friends and install this metal ball into the now vacant eye socket infuse it with a Daemon and you are good to go. Gives you some limited seeing through walls ability but it will drain your energy slowly. Also lets you see thermal vision.
(25) Professional Daemon kit This bulky kit has a bunch of tuners and various pitch producing objects suitable for calling the stronger Daemons into the world. It acts as a portable lab that you can put on your plane or home base, and then set up as in an FOB if you need to, it also comes with a lot of paint and tattoo ink for making your own paintings.
(35) Daemonpilot. For whatever reason all daemons infused into this mechanism are called George, but regardless this thing will let you use your daemonism stat instead of your piloting stat, however this is a very involved ritual and you can essentially only use this on planes you have access to before hand and even then only use it on one plane.
(double whatever the price of the regular bullet is) Daemon bullets: these are daemon infused FMJ bullets they can slightly increase accuracy over long ranges handy for machine gunners cannon operators and snipers, but pretty useless for close combat. These are usable by just about anyone with a non negative daemonism stat, but the very archdaemon to infuse and tire the user out a bit as they use them. They essentially let you roll daemonism to determine a bonus for longer range shots when using it. Dameonists must actually infuse it beforehand though. Also applies to panzershreck rockets
(50) Golem: This is one of the most difficult, dangerous, and literally insane thing a Daemonist can ever expect to do. He gives a Daemon a body. Made of metal.
(100)
Daemon fighter: This fighter plane is entirely made of daemon infused metal and requires a ludicrous number of rituals to bring this thing to full power though once you’ve done that though this little fighter can do just about anything you want it to do including transforming into your own little hardsuit*. *large amounts of daemon infused metal does not like being in close proximity this could end very badly for all parties involved. (+4 daemonism required to even have a chance of flying this thing) Also a fair amount of end is probably pretty useful you are going to get tired pretty fast especially if you're using it as a hard suit daemons do not like that not enough vibration essentially.
Beast mastery:
(20) Beast kit: This kit will let you interact the wild beasts of the ground and the air without being torn to shreds.... maybe. Comes with a wide variety of syringes for inserting various haphazardly made volatile chemicals into the slathering thing that’s trying to kill you. Also comes with traps and ropes for capturing the smaller beasties. Beastie Alchemy kit.(1 strength)
(100)
the big beast kit this thing is for putting in your home base and leaving it there mostly because it’s so big and heavy nothing else can hold it not even your souped up bombers. This thing is for taming the true monstrosities of the area, tree height abominations with a penchant for killing. As well as performing the alchemy on them it’s not so much that anything’s different it’s more a question of scale. Let me put it this way to bring the true monstrosities back you have to disable them cut them to pieces and bring the part with a brain home, and then rebuild it from there. Yeah it’s pretty involved.
Genemoding for beasts:
This is for punks who aren't feeling lucky and would like to buy a semi guaranteed genemodding success.
(2) Extra eye this will give your beast enhanced sight. can be made thermal for 6 coins
(10) amphibious: It can breath on either land or water. Not super useful but you never know.
(5) Extra arms/claws/needles just about what the name would suggest.
(12) toxic secretions it produces a random poisson decided by a dice roll if you make it yourself however you get to decide what it is.
(
Bone spur launcher: It lets your beast obtain a bone spur launcher firing a spike of bone with the force of a rifle.(20) Wings, they let the beast fly, or plummet towards the ground if it gets tired. one of the two.
(10) Damonism sniffer the beast can sense when Daemons are near and alert you to this worrying fact, handy if you're supposed to be finding a daemon object or just trying to find where the hell the deamonist that’s tearing your team apart is.
(25) Mockingbird: This mutation affectionately called the mockingbird by the beast masters lets the beast take on the voice or sound of anything that it has heard before as long as you tell it exactly what to say via your neural link. Maybe that charisma stat will finally come in handy.
(15) Bone plates These are extremely thick bone plates around the beast's brain containing appendage and it’s vital organs.
(40) pheromones: This can be used to make other beast more docile. Or really attracted to you one or the other
(30) active camo: They're coming outta the goddamn walls! Think a cuttlefishes ability. Can be defeated by thermal vision
Human-beast mods:
3) Insulation: Have you ever wanted to wander around the plane buck naked and not freeze to death? Well just take this mod and all your dreams of stripping on a plane can be fulfilled yah voyerist. Also might help make you a little better at taking some blunt force trauma.
(3) Extra eye this will give you enhanced sight. For an extra 8 coins will give you thermal vision.
(14) amphibious: You can breath on either land or water. Not super useful but you never know.
(7) Extra arms/claws/needles just about what the name would suggest.
(16) toxic secretions you produce a random poison decided by a dice roll if you make it yourself however you get to decide what it is.
(11) Bone spur launcher: It lets you obtain a bone spur launcher firing a spike of bone with the force of a rifle.
(15) Acid spitter coins: Convert that old and inefficient stomach into an efficient acid producing factory, spit resulting acid at enemies. Caution: Acid is unlikely to immediately kill....though it is likely to make your enemies wish they were dead. Also handy as anti exo-endo suit weapons. Acid takes time to build up, baring extended time in the field, this thing is only gonna be single shot.
(20) bone plates: Placed around your more vital organ these plates will protect you against pistol fire and a couple of rifle shots.
(27) Wings, they let you fly, or plummet towards the ground if you get tired. one of the two.
(34) Mockingbird: This mutation affectionately called the mockingbird by the beast masters lets you take on the voice or sound of anything that it you have heard before. Maybe that charisma stat will finally come in handy.
(20) Bone plates These are extremely thick bone plates around your brain containing appendage and your vital organs.
(54) pheromones: This can be used to make beasts more docile. Or really attracted to you one or the other
(40) active camo: They're coming outta the goddamn walls!
Support:
(5) Flack Jacket: Are you tired of picking pieces of flack and shrapnel out of your chest and head? Are you looking for something that you can put on and believe that you are now protecting your chest from the worst of shrapnel, frags and beast claws and has a chance of protecting you from pistol rounds? Well look no further The Flack Jacket is here. side effects include: making rifle caliber shots worse and instilling a sense of overconfidence. Does not protect your limbs.
(5) Radio: A big heavy backpack, useful for talking to people who also have a radio. Such as planes and your friends.
(5) Medical textbooks: They are specialized in a specific sort of injury, like broken bones (regardless of the location--it works for skull fractures and tib/fib breaks). If you have a relevant book, you can roll intelligence as an "assist another" action, and apply the bonus to your med skill.
(10) Light engineering kit This kit will let you make some repairs to ship components and other mechanical devices as well as weapons. How does it work? IT’S ENGINEERING MAGIC! DON’T QUESTION ENGINEERING MAGIC.
(10)Light medical kit This thing is essentially just a bunch of bandages, some hemostats tourniquet, and some ether, gasoline, and pure oxygen in various bottles. Have fun mixing the three.
(10)Light beast kit: This is a small manportable kit for capturing and keeping your beasts tame in the field. May or may not contain treats made of human bone
(10) Fireproof suit+respirator. Handy for if you don't want to be killed by your flamethrower when you set a plane on fire.
(20)Heavy Engineering kit: this kit will let you repair the ship and make stuff on the fly, How does it work? IT’S ENGINEERING MAGIC! DON’T QUESTION ENGINEERING MAGIC. ((requires 2 strength to carry as backpack and set up shop))
(25)Medical kit: This thing looks a lot like a light engineering kit that got stuffed into a beast kit and then a bunch of bandages got shoved in there too. Well I can’t reveal trade secrets but you might be onto something. Why the high price? Well we tossed in the alchemy kit to, just for good measure and to let you make highly dangerous and unethical concoctions in the field. Requires one strength to carry and acts as a minihospital that can be place on your plane or carried around if you really need to.
(40) Beast fusion kit. This is absolutely insane and unethical, with this you may take the powers of your favorite beastie and make them a bit more personal, that's right you aren’t reliant on the insane but well trained mind of that beast of yours, your slaughtering it for that sweet sweet genetic material and integrating it into yourself or a buddy, have fun!* you can also buy beast mods at beast prices and then integrate them.
*Note tampering with your genetic material may kill you.
(50) Full on exoskeleton body wait did I say exoskeleton? Yeah I really meant an exo-endoskeleton so that shit is not coming off, on the other hand goddamn you are going to be durable. I mean sure you're a hideous abomination of flesh and machine but hey at least your not going to die as fast.
(50) this thing lets you do more complicated alchemy in the field. That's about it I don’t have a snarky description for you sorry about that
(75) this is an upgrade for the full on exo endo skeleton it is slower but slightly more armored making it harder to kill, however direct hits from anti armor rounds will still kill it. It comes with a 30 second flamethrower mounted on an arm and a panzershrek,. This can also be bought as a separate 25 coin upgrade to the 50 coin endo exoskeleton.
Now guns would be fairly useless if there weren't people to use them and those people would be useless if they didn't have any skill in the gun so.
Spoiler: stats and skills (click to show/hide)
Skills:
Piloting: Considering you're on a plane this seems fairly handy.
Marksmanship. For those who like the tiny little baby guns up to and including the machine guns and the 20mm cannon mounted on your plane.
Daemonism: handy if a beast grabs you or your fighting in some really close quarters in the ship. Lets you harness the power of Daemons and fuse them into your weapons or go insane. It also makes you good at archaic weaponry weird huh?
Doctor: You are a doctor, in medicine and chemistry. Or you are an unskilled quack and accidental bomb maker it depends. You make the thing that go boom and the things that keep people from going into the great airship in the sky
Beast mastery. You guide and direct the beasts, if you have time. You have received some training in chemistry and can manufacture various mutagenic compounds for the monsters of the ground. NOTE do to the insane and nonsensical nature of the beasts of the ground your skills are useless for synthesizing the alchemical compounds used by the Doctors and vice versa.
Engineering: you control the mechanical parts of the ship. As well as being able to fix guns, bombs, the hull of the ship (not very well) and you're also good for assembling things in the field .
Stats:
Strength: Can you pick up heavy things? Also can you hit stuff hard?
Intelligence: your mental prowess also might just help you outthink any mindfuck.
Dexterity: helps you not drop things and dodge things.
Resilience: Can you take it? Helps you not break a bone from slipping on a step and not passing out from pain.
Perception: Lets you notice things and gives you decent instincts.
Charisma: Convincing the port authorities that you have absolutely no idea how all those bodies lying around your plane got there.
Piloting: Considering you're on a plane this seems fairly handy.
Marksmanship. For those who like the tiny little baby guns up to and including the machine guns and the 20mm cannon mounted on your plane.
Daemonism: handy if a beast grabs you or your fighting in some really close quarters in the ship. Lets you harness the power of Daemons and fuse them into your weapons or go insane. It also makes you good at archaic weaponry weird huh?
Doctor: You are a doctor, in medicine and chemistry. Or you are an unskilled quack and accidental bomb maker it depends. You make the thing that go boom and the things that keep people from going into the great airship in the sky
Beast mastery. You guide and direct the beasts, if you have time. You have received some training in chemistry and can manufacture various mutagenic compounds for the monsters of the ground. NOTE do to the insane and nonsensical nature of the beasts of the ground your skills are useless for synthesizing the alchemical compounds used by the Doctors and vice versa.
Engineering: you control the mechanical parts of the ship. As well as being able to fix guns, bombs, the hull of the ship (not very well) and you're also good for assembling things in the field .
Stats:
Strength: Can you pick up heavy things? Also can you hit stuff hard?
Intelligence: your mental prowess also might just help you outthink any mindfuck.
Dexterity: helps you not drop things and dodge things.
Resilience: Can you take it? Helps you not break a bone from slipping on a step and not passing out from pain.
Perception: Lets you notice things and gives you decent instincts.
Charisma: Convincing the port authorities that you have absolutely no idea how all those bodies lying around your plane got there.
Spoiler: Character sheet+charceter creation rules (click to show/hide)
Going from +0 to +1 costs one point while going from +1 to a +2 costs two more points for a total of 3 points, while moving from a +2 to a +3 costs costs 3 more points for a total of 6 points and moving from +3 to +4 costs 4 points for a total of 10 points, each -1 gives you point and you can decrease a stat or skill to a -2. and you get two points per mission. The highest level is a +4.
Name: Your name
Description: What you look like plus any backstory you want.
Stats
Strength:
Intelligence:
Dexterity:
Resilience:
Perception:
Charisma:
Skills
Piloting:
Marksmanship:
Daemonism:
Doctor:
Beast mastery:
Engineering:
Inventory: what you have on you.
knife
aviators clothing
whatever you bought from the armory.
Name: Your name
Description: What you look like plus any backstory you want.
Stats
Strength:
Intelligence:
Dexterity:
Resilience:
Perception:
Charisma:
Skills
Piloting:
Marksmanship:
Daemonism:
Doctor:
Beast mastery:
Engineering:
Inventory: what you have on you.
knife
aviators clothing
whatever you bought from the armory.
Spoiler: World and where you are now (click to show/hide)
A massive calamity of some kind has occurred about 40 years ago right after the Great War, the earth began to split and fracture round the great cities of the world and a pretty decent chunk of land immeditlly surrounding those great cities and they began to be lifted up into the air at the same time, a seemingly infinite number of monstrous beasts began to pour out of the forests that were still left and with a strange intelligence attack everything on the ground. The cities that are left now use planes to get around and trade and attack other cities, recently one great conglomerate of cities states have formed into one nation have begun to upset the balance of power with several and have isolated your city state from most of it's trading partners. This is where you all come in you are bunch of lowdown privateers, and after the destruction of your plane by an insane idiot, You have managed to make it back to civilization, sold the beasts corpses for a bit of money and now should be able to buy a very very cheap plane. currently you can see a rusty old and falling apart Catalina, a newer but probably pretty cramped B-25 Mitchell, and the shittiest Flying fortress you have ever seen.
Looking for about 7 people.