A demonic soldier is walking up to the meeting room, where he sees some of the councilmen are talking amongst each other. The young soldier salutes the elders and begins his report.
"Great Council! There has been another incident in the City Square! We need to send a Squadron out immediately to contain the monster in the area!!"
The Councilmen all shake thier heads. The young Demon looks at them all in surprise. The anger in his face is truly visible. Then the council begins to tell him why.
"Because all of our most experienced members have been sent to Russia for a Tier 4 Demonic Presence. So all we have are the recruits that passed the test coming in today."
"Godsdamn it!! A Tier 4!? That's the second one this week! They barely recovered from the last one!! But if we don't do anything, we risk losing a major city!"
The young soldier looks up. He had to ask them.....
"Send them in."
"Hm?"
"Send in the Recruits.......We cannot lose all those people. And I heard that this Generation can learn hands on."
The council all murmur. They then look down at the soldier.
"What tier is it?"
"A 1, my Councilmen. It has some minions, but it should be a good toe dip into what we all do."
The Council all nod.
"Very well. You may send the Recruits. We shall show you the files of each one."
The Council sends down some papers for each Recruit.
Name:
Race:
Gender:
Age(Cannot be younger than 19):
Physical Description(Or Picture):
Backstory(How did you survive up till now? Where are you from originally? Did you have to fight? Give me details, man!):
Intellect: -Artifact Lore: 0 (Max: 10) (Allows identification valuable artifacts instead of just selling it for the scrap value.) -Engineering: 0 (Max: 10) -Focus: 0 (Max: 10) (Used for Rift Points and acts of supreme concentration and calm. If this is upgraded, the Primal Skill is locked permanently.) -Faith(Your Belief in the gods): 0 (Max 10) -Legends: 0 (Max: 10) (Old stories sometimes contain new insights) -Medicine: 0 (Max: 10) -Science: 0 (Max: 10) Investigation: 0 (Max: 10)
Instinct: -Empathy: 0 (Max: 10) -Orienteering(AKA, sailing.): 0 (Max: 10) -Perception: 0 (Max: 10) -Primal: 0 (Max: 10) (Raw human emotion and fury. If chosen to be improved, the Focus skill cannot be used. Used for Rift Points.) -Taming: 0 (Max: 10) (Used to control, tame and train animals or animal intellects.)
Lifestyle: This is who you are in a way. It describes how your personality and outlook at the world was formed. Each of the following 22 lifestyles grants a +1 Bonus to one of the Attributes, grants a +1 bonus to labeled skills, and grants a +2 bonus when you act in accordance to your Concept.
By now you should have noticed that the various choices only increase an Attribute or Skill's Maximum value. Read that again, the Maximum value. All your Attributes still start at 0 and your Skills still start at 0.
Now you get to spend points on them.
Each player gets 14 Points to spend on their Attributes, and 20 Points for all of their Skills. You can only spend up to the Maximum defined by your Culture, Concept and former lifestyle choices. Some lifestyles get an unique ability that they get at the beginning. Don't worry! You can get Perks in your travels! If you live that long. ___________________________________________
0: The Wanderer The Wanderer is always looking forwards to that next new discovery, and can never stay still. He embraces fear as a friend, finds normal days to be boring, and acts with reckless, foolish enthusiasm. If they survive, they gain new experiences and new motivations to keep pushing forward into the unknown and fight the monsters of boredom and predictability. And those of the abyss. -Attribute +1 Bonus: Body -Skill +1 Bonus: Mobility, Orienteering, Navigation -Perk: The wind is my guide: If you fail a Navigation check, you can go for a Reroll.
1: The Engineer The Engineer is driven to make something that will be remembered, a legacy for future generations. Everything they do, from irrigation channels to random monoliths, is their shout to an uncaring world and universe that they existed. To this end, they always work meticulously and seek greater challenges to master. Creating weapons and vehicles are these guy's game. -Attribute +1 Bonus: Agility -Skill +1 Bonus: Arts, Engineering
2: The Student The Student is someone who learns and grows their knowledge for the purposes of teaching it to others. They hold stupidity in contempt and stubborness or disinterest in disdain, these are evils that must be banished with fire of knowledge and curiosity. -Attribute +1 Bonus: Intellect -Skill +1 Bonus: Leadership, Legends
3: The Martyr The Martyr is bulletproof, nothing will make them surrender. Protection of the weak, self-sacrifice and the fanaticism or sheer pig-headed stubbornness to keep fighting and be the first to charge into the fray when everyone else has fled gives them strength. They lead by example and bloody sacrifice. -Attribute +1 Bonus: Psyche -Skill +1 Bonus: Faith OR Willpower, Toughness
4: The Leader The Governor is the one who takes charge, ensures that everyone stops skittering about like insects and starts moving in lock-step discipline. They must be the ones in charge, and fear the delegation of power more readily than arrows or bullets. -Attribute +1 Bonus: Charisma -Skill +1 Bonus: Cunning, Leadership, Negotiations
-Perk: Trust me!: You can use Charisma instead of Psyche for Deception checks. It also allows more Dialogue to be open for the group if you are in the party.
5: The Seeker The Seeker wants to unravel mysteries, dispel lies and unearth the truth. They ask the questions that no-one else does and seek to answer them at the same time. -Attribute +1 Bonus: Intellect -Skill +1 Bonus: Artifact Lore, Science
6: The Caretaker So long as there is a chance for things to be fixed or healed, the Caretaker will not give up on it. Whether watering and tilling the dry earth to repairing old technology or mending wounds, the Caretaker devotes themselves to the task of restoration. -Attribute +1 Bonus: Agility -Skill +1 Bonus: Medicine, Crafting, Empathy
7: The Archeologist Change means that the old ways are forgotten and it is unacceptable. The Archeologist strives to keep the old ways alive, stubbornly standing against anything new and argues against adapting the rules to suit a situation. For the Archeologist, ensuring unbroken continuity with the past when the present is too painful is the only way to survive. -Attribute +1 Bonus: Instinct -Skill +1 Bonus: Legends, Artifact Lore
8: The Mediator The Mediator is the diplomat, the peacemaker and negotiator. They are the calm, soothing voice when everyone else has raised their voices, seeking common ground to halt the squabbling. The Mediator seeks to place reason over one's emotions. -Attribute +1 Bonus: Psyche -Skill +1 Bonus: Perception, Negotiation
9: The Ranger The Ranger is the loner, the one who dislikes everyone equally and will only stick with the group based on mutual interests such as survival. They go forward as the scout, or else volunteer to guard the escape route, but what makes them happiest is not having responsibility to anyone, and to be left to their own devices. -Attribute +1 Bonus: Instinct -Skill +1 Bonus: Stealth, Reaction -Perk: Scout: Seeing as they've spent years away from others, the Ranger can adapt to new terrains. When alone in an area, you can investigate to see if there is any hidden paths.
10: The Lawbreaker The Lawbreaker looks at the rules and traditions and spits on them. To them, they represent stagnation and hypocrisy. They seek rebellion, revolt and riots, and nothing is sacred. The more who deviate from their ways the better, for it means a greater fellowship to spread the word of anarchy. -Attribute +1 Max Bonus: Psyche -Skill +1 Max Bonus: Cunning, Expression
11: The Conquerer The Conquerer seeks victory, ever marching forward to prove their strength and skill. Not for them the vain falseness of modesty, the Conquerer boasts and announces his victories and accomplishments to any who will hear them. Braggarts many are, but those who can back up their words prove their ego many times over. -Attribute +1 Bonus: Body -Skill +1 Bonus: Toughness, Force
12: The Unwanted There is something deeply wrong with The Unwanted, something broken. There is a beast behind their eyes, teeth flashing, and they drink in fear like nectar. They indulge in hateful, violent fantasy and delight in that spark of fear in a dying man's eyes. They are a clockwork bomb and you can hear it counting the days to the next explosion. Tick. Tock. -Attribute +1 Bonus: Psyche -Skill +1 Bonus: Domination, Toughness
13: The Warrior The old must make way for the new, and if the old is still standing, the Warrior will happily crack it to pieces and knock it down. Their enemies are hunted to oblivion, their path littered with broken bodies and sundered camps. If anything flourishes after, they do not see it, they have already moved on to the next target, acting for their own sake even if they whisper lip service to a greater cause. -Attribute +1 Bonus: Instinct -Skill +1 Bonus: Stamina, Force, Projectiles -Perk: Guns are my way of talking: Whenever you're holding a pistol in your hand, get a +1 to Negotiations whenever you're doing the talking.
14: The Redeemer The Redeemer is the one who is the saviour of all, their presence inspires others for good or ill, everyone comes to listen to their words for they always sound wise, no matter what consequences may come later. They look upon those who deny them with pity and disdain, self-assured in their inherent nobility and goodness. -Attribute +1 Bonus: Charisma -Skill +1 Bonus: Faith, Leadership Perk: There is one true God!!: The Preacher can have a Sermon once a week to keep everyone spirits up. Everyone listening recovers one more health point for the rest of that week. Though you must choose a god.
15: The Prisoner The Prisoner cannot stand the glories of others, hates the happiness of their neighbours, and covets what others have. They work constantly to drag down those who they feel are better than them, if they cannot have their joys and riches, no-one else can! -Attribute +1 Max Bonus: Psyche -Skill +1 Max Bonus: Deception, Domination
16: The Officer The world needs defending and the Protector will be found standing in front of others like an impassable barrier. Once dedicated to their cause, either the enemies before them are broken to pieces, or they are. There is no middle ground. -Attribute +1 Max Bonus: Psyche -Skill +1 Max Bonus: Stamina, Toughness, Projectiles Perk: Serve the People: Once per week, whenever someone close to you has to take a hit, you can take the hit for them.
17: The Visionary They have already seen the glorious future awaiting those who would agree to their plans, plans which have been laid out over a timeline of decades or more. They seek to bring others into their way of thinking, accuse the unbeliever of sabotage, and implore others to listen to their reasoning. The Visionary will decide the future of humanity. At least, that is what they believe. -Attribute +1 Bonus: Charisma -Skill +1 Bonus: Seduction, Cunning
18: The Zealot Faith shall move mountains, and the fires of devotion burn bright. Too bright in fact. The Zealot has no room for logic or reasoning, only honed fanaticism and loyalty to their cause and shall prove it every day so that they will be a torch in the darkness, and this fire will singe the minds of their fellows, who had best hope they are not burned away by the Zealot's fire. -Attribute +1 Max Bonus: Instinct -Skill +1 Max Bonus: Reaction, Faith OR Willpower -Perk: I am your god: For those that're faithless, you can become the shining ray of Hope for them. Once a fight, you can try to convince a monster to follow you until you die.
19: The Monk The Monk is constantly learning, striving to pick up that extra piece of advice, or that next lesson. They follow great teachers and mighty generals, building a grand repetoire of skill and knowledge but it is never enough, they must keep learning, and no matter how many specialisations or ways of life they learn, they can never settle into a single path. -Attribute +1 Bonus: Charisma OR Body -Skill +1 Bonus: Empathy, Perception, Brawling
20: The Righteous The Righteous judges everyone around them according to their own interpretation of what is right. They see the world in stark contrasts, there is only good or evil, no opportunity to implement their idea of righteousness is wasted. Righteous...perhaps it would be better to say Self-Righteous. -Attribute +1 Bonus: Intellect -Skill +1 Bonus: Cunning, Negotiation
21: The Unrelenting These people are restless, they are driven to wander the long roads and hidden paths, learning as they go. They collect info, impression and experiences like others collect Gendo skulls, but they will not keep it secret. They spread news both good and bad, connecting the Clans and Cults, hinterland to metropolis, helping make the world just that touch smaller. -Attribute +1 Bonus: Instinct -Skill +1 Bonus: Legends, Orienteering, Projectiles
On June 6, 1944–celebrated as “D-Day”–the Allied began a massive invasion of Europe, landing 156,000 British, Canadian and American soldiers on the beaches of Normandy, France. In response, Hitler poured all his county's remaining resources into finding a way to truly obliterate the Allied Forces and to have Germany to permanently be the unstoppable Force in all the world. So, with all his other officers either fighting or surrendering, he looked towards his researchers and with surprise, they found a way to do it: An ancient legend from a lost Civilization talking about an ancient powers Derived from lost Gods, some even pre-dating the Creation of the Universe.
All he needed to do was sacrifice the one thing: 10,000 willing Souls in one place. So, in a desperate motion, the Fuhrer gathered loyal civilians and soldiers and had them drink a poison crafted by German hands. Then, by the Blood of the willing, the sky turned red and a portal opened in Munich, and through it the head of Ayi'ig the Serpent Goddess, the hand of B’gnu-Thun the Soul-Chilling Ice-God, and the Smoke of Sho-Gath, the Now called God in the box(Formerly known as The god hidden in the smoke.). Allied Forces arrived to see the gods Awakening. The Fuhrer ordered the gods to strike out against the Allies, who have now recoiled in terror. The beasts grinned Monsterous smiles and stormed throughout Germany, killing and wiping out those who opposed the might of the Great Fuhrer!! But not everything was lost.
For you see, the researchers on Hitler's staff read that after the Gods are finished with the command, they would destroy all of Humanity and consume their damned souls! So, with the Fate of Humanity in thier hands, the Researchers decided to harness the power of the Great Ones and fought them off, wiping them off the Earth and sealing them back into the Void they came from, at the cost of themselves.
But in doing so, the barrier between our dimension and countless others was broken, allowing new and complex races to appear on Earth, warping both the world to inhabit the new races and surprising Humanity! So, in respect of the new inhabitants of the planet, a worldwide peace meeting(Without Hitler) was made.
So on September 13, 1944..... The Human Peace Accords was created. Seeing this, the Felinari, Dreks, and Demons all decided to remain on our Earth, making the Earth a bustling hub in the middle of a Dimensional Highway.
But with great discovery comes unfortunate consequences........ Thanks to Hitler's attempt for unlimited power, the other sealed gods Awakened, discovering their prison no longer an unbreakable area. But the Great Ones saw that they're still chained, but awake. So, with that, they all began to pool their collective power and leaked a dark smoke called Corruption, which brings us to now, the January 1, 2045.
Races: Ever since the barrier between our dimension and countless others have been shattered, races of all kind have entered into our world. Humanity is still huge, but other races have decided to share this place with us.
Human: The main race on Earth. Though they are not as strong as every other races, they can adapt and take on any foe! Advantage: None. Disadvantage: None.
Tamu(Created by @Lucidnonsense): The Tamu are at first glance much like humans and biologically they are very close. Despite numerous differences the Tamu world of Loca is believed to be an alternate timeline that branched off from ours some time in the past which explains why they look so much like us and appear to share some mythology and linguistic traits. The Tamu have had contact with other realms for about a long time and have in the past interbred with many species giving them a larger degree of physical diversity than modern humans. Also eugenics movements have propped up from time to time doing selective breeding to create new breeds of Tamu like humans with dogs.
The Physical differences between Tamu and Humans pale in comparison to the cultural differences. Obviously like other species Tamu have many cultures these cultures are shaped by the environment in which they live, the environment of Loca having far more paranormal phenomenon has shaped the Tamu to be a generally religious people. Cults are seen as one of the building blocks of any successful society, more important than even family. The beliefs of these cults vary wildly. Over time empires have risen and fallen and religions have been born, grown, faded, and even forgotten. The world the Tamu lived in has also shaped Psychology, It takes alot more to drive a Tamu to madness. Some humans believe the Tamu as a species are already mad. Sanity is subjective, What is considered sane for humans is Ignorant to the Tamu, and what is sane for the Tamu is seen as psychotic for humans who do not have much experience in dealing with the occult.
Tamu who come to earth come for a variety of reasons Some are tourists, others are evangelists, Some are here for business and others a refugees. Despite it being many years after contact, many humans do not appreciate the presense of tamu and there are many groups trying to have them deported from Earth sometimes using violence to drive them away. Even within the government movements exist to limit the influence of the Tamu. few have fully embraced the Tamu and those that do usually do it by selectively ignoring parts of their culture.
Despite this, and despite the strong adherance to religion in Loca many Tamu are fairly tolerant people. While some religions believe in the extinguishment of one (or even ALL) Gods and the religions that associate with them most religious groups view other religions as valid just not the path they prefer. some accuse the Tamu of turning a blind eye to abhorant religious practices such as human sacrafice or infant cannibalism. Within the past 300 years the Tamu have experienced some kind of Theological Revolution which seems to have reduced the need for such unsavory practices. Now various watchdog organizations (which some Tamu harshly criticize) Watch over various religious cults and give warnings to those who seek entry. kinda like Movie ratings on earth. Multiple governments exist on Loca with varying degrees of Tyranny or freedom and a variety of economic and religious systems.
For many modern Tamu, theology is seen as a hard science, much like physics or chemistry. Pissing off the Gods is seen no differently as misuse of chemicals. The laws of the gods are not considered to be "moral decrees" so much as safety guidelines. Many machines created by the Tamu utilize thaumaturgical workings to function and nowadays are often given warning labels due to the existence of a vast Consumer Protection agency. for this reason most companies attempt to ensure that products are safe and do not require one to sell souls in order to operate. Speaking of selling souls, There are businesses on Loca that focus on that sort of thing, nowadays "synthetic" souls are used or "refined spiritual essense"
Felinari: The anime lover's dream come true. They have cat-like ears, distinctive markings on their faces, necks, and bodies, and various colors for eyes. They wear drab clothing and a lot of jewelry. Their native habitat is an extremely cold climate. Though they cannot take or deal as much power as the other races. Advantage: Attribute: +2 Instinct Skill Bonus: +2 Perception, +2 Empathy
-Half Demon: These beings are the result of Humanity mingling with the forces that have been with us ever since the end of WWII. These beings are more stronger than most of the other races, but are more.......Unstable if you know what that means.
Advantage: Attribute: +2 Body Skill bonuses: +2 Melee, +2 Force
Dreks: These guys are more smarter than most, showing off thier intelligence commonly to others. The average member of this race has a build similar to that of humans and are quite equal in height with them as well. They have variating skin colors and are completely hairless. They wear simple, modest clothing. They are well-adapted to a warm climate. Many of them place high importance on intellectualism and many of them have expressed interest in learning about other peoples' literature. Though they lack the killer spirit, and are more prone to stumbling.
Money: When you start your character, you roll 1D10 and times the result by 100. That is how much you start with. But you can earn money for doing favors for people in the world, or simply killing enemies.
Aimed Shots: You can aim each attack to strike that location. Using this takes up one Rift point. Each limb can be taken off if hit enough.
Attacking: Both you and your attacker/who you're attacking both roll 1D20s to either block or hit the other person. Whoever has the highest wins the exchange. If defense wins, the defender takes only half damage. Attacker wins, full damage.
Combat: You may all decide an order by rolls or posts, but once all of you have went, I shall attack. See the Distance stat on all the weapons? You can strike up to that range. You can only move a Distance of 10+Stamina in the beginning.
Rift Points: Cold logic or burning fury marks the psychology of the warrior and fuels them. When they are spent, they collapse in mental and physical exhaustion. Though the Rift, while strange, can actually give you more......
Choose between Primal Or Focus. If you have neglected to put even a single point into either, then here's a single point (1), now choose one. Once you have chosen, calculate as follows.
Rift Points = (INS+Primal x2 OR INT+Focus) x2
You can use Rift Points for aimed attacks, abilities that you can learn from tome, or spending them for certain rolls. You recover Rift with a full night's sleep, inhaling Burn, or acting in accordance with their Concept.
Rift Abilities: The Rift is a strange power source that only a select few can actually use it to the best of their abilities. Though those that can use it are seen as the prime corruption targets, they can be unstoppable in combat.
Corruption Infestation: There is a limit to how much Corruption a person can take before they are taken by the natural weakness of man and become a Shylli, a puppet with no soul.
Corruption Infestation Max = (PSY+Faith OR Willpower) x 2
Flesh Wounds: You will get hurt, this is unavoidable. Flesh Wounds are how much the body can take before the damage becomes too great to bear.
Flesh Wounds Max = (BOD+Toughness x 2)
Trauma: Sooner or later, your wounds will drag you down, death opens the gates, the ancestors or God's angels come to meet you. Trauma is your last gasp, if these are drained, you will fall into a coma or just drop dead. Don't worry! You only get Trauma every time you go down in battle! So as long as you keep your Flesh Wounds from going down to 0, you'll be fine!
Trauma Max = BOD+PSY
Passive Defense: Passive Defence starts at 1 and can be raised through Potentials or special equipment.
Sanity: The world we now all reside in isn't the most.......Stable environment for everyone. Some places and people in the world can be broken in more ways than one, from what the soldiers discovered. A man cannot take more than a certain limit of mental hits.
Sanity Max: (PSY+Willpower)x2
Once you go past that, you may go insane and join the ranks of the monsters!
Experience: After each Combat, Encounter, or adventures, you each get a set amount of Experience points that you can spend on either upgrading skills or Attributes.
Attacking: Your d20 roll+Related Weapon Attribute+Related Weapon Skill. So let's say you firing a Pistol. You roll a 12. So, you add your Agility Attribute (For this example, is 3.), and your Projectiles Skill( For the example, 5.) So 12+3(Agility)+5(Projectiles)=20. And to resolve Combat, whoever has the highest roll wins. Attacker wins, the defender takes full damage. Defender wins, they still take damage, but it is halved.
Defending: Same as rolling for attacks.
Reloading Weapons: It takes a turn to reload your firearm weapon. Unless you get a perk saying that it doesn't.
Armor: Unlike D&D, Armor doesn't allow you to dodge attacks. In Insanity State, it only reduces damage.
Resolving Other rolls: Your d20 roll+Related Situation Attribute+Related Situation Skill. So let's say you're negotiating to lower the price of a Rifle. You roll a 11. So, you add your Charisma Attribute (For this example, is 2.), and your Negotiation Skill( For the example, 3.) So 11+2(Charisma)+3(Negotiation)= 16. I will list the situation roll in parentheses at the bottom of each post.
Natural 20: Natural 20s, in Combat, causes double damage. Outside of Combat, you get the greatest Result and also more.
The Major leaguers of each dimension that came along for the ride and are sitting near Christ himself everyday without fail. Though the gods are more than able to fight, they rather not interfere with the Mortal World. Though they know that thier Fallen counterparts have began unfolding their plan.
Though they aren't without champions on the Mortal Plane. Though to become a Champion, they have to truly prove themselves to the Gods. But then again, there have been those who've charmed and had scored the love of a god. But there are also ways to have curses on either you or the entire Corps.
God Relationships:
Okesis, Drek God Of Agriculture: Neutral Champion:
Dobeyar, Felinari God Of The Hunt: Neutral Champion:
Acthar, Felinari God Of Freedom: Neutral Champion:
Axthys, Drek Goddess Of Music: Neutral Champion:
Yfdia, Drek God Of Knowledge: Neutral Champion:
Ata, Felinari God Of Honor: Neutral Champion:
Ultris, Felinari Goddess Of Weddings: Neutral Champion:
Adione, Felinari Goddess Of Night & Day: Neutral Champion:
Itia, Felinari God Of Luck: Neutral Champion:
Wydohr, Drek God Of Death : Neutral Champion:
Though the fallen gods have been gathering strength, some may take actions if enough souls are lost.
Not every fight can be won with bullets. Sometimes you have to get rough and Dirty!!
Current Melee weapon Level: 1
(You can upload a picture of what it looks like for flavor. Cataclysm Corps designs for each of thier Operatives.)
Knife: The weapon to begin it all.
Distance: 1 Damage: 1d4+Melee+(Force/3) Cost: 100
Short Sword: Though the midget in the Blade World, these weapons are always useful in a pinch.
Distance: 1 Damage: 1d6+melee+(Force/3) Cost: 200
Rapier: Duelists and Noble blooded people always carry around these things to seem like they know how to fight.
Distance: 1 1d6+Melee+(Force/2) Cost: 400 Special Rule: You can Roll Dexterity to Disarm a Combatant instead of doing damage.
Sabre: Weapon from France. It used to belong to Calvary Officers.
Distance: 1 1d6+Melee+(Force/2) Cost: 300
Cutlass: The Pirates life not the life you want in these times. But if it actually helps, I guess pirates can be accepted.
Distance: 1 1d8+Melee+(Force/2) Cost: 500
Katana; A weapon from the far East. It is said to be the perfect weapon for removing heads.
Distance: 1 Damage: 1d8+Melee+(Force/2) Cost: 800
Long Sword: Famously linked to Knights. Hopefully Excalibur isn't rolling around...
Distance: 1 Damage: 1d8+Melee+(Force/2) Cost: 700
Great Sword: Swords that're made for chopping up both men and monsters.
Distance: 1 Damage: 1d12+Melee+(Force/2) Cost: 1000 Special Rule: If you swing it inside an enclosed space, you must make a Dexterity roll to see if you get it stuck inside a wall or not.
Large Scythe: Once a Farming tool, now a monster limb remover!
Damage: 1d8+Melee+(Force/2) Distance: 3 Cost: 1200 Special Rule: If swinged inside an enclosed space, you must make a Dexterity roll to see if you get it stuck inside a wall.
War Axe
Damage: 1d10+Melee+(Force/2) Distance: 2 Body 5 or Melee 10 to use one handedly. Cost: 2000 Special Rule: If swinged inside an enclosed space, you must make a Dexterity roll to see if you get it stuck inside a wall.
Great Axe: The big boy of the Blade World. These things were wielded by men who thought that swords were for pussies!
Damage: 1d12+Melee+(Force/2) Distance: 2 Body 12 or Melee 20 to use one handedly. Cost: 2500 Special Rule: If swinged inside an enclosed space, you must make a Dexterity roll to see if you get it stuck inside a wall.
Yeah, yeah, the gear you're gonna start with may blow, but you guys can either bring back materials to make better weapons, or assist in the Research of better weapons with rolls. We may even have Weapons that could take on gods! But for right now, here you guys go.
(Remember, the world discovered the power of the Demons which enabled you all to live at peace, so your weapons, vehicles and armor may be a bit........ Outdated. So there is no such thing as nukes, Guided Missles, nothing in our time......Yet.)
Available Ranged Weapon Level: 1 (Time to discovery of next level: ???)
PISTOLS:
P38 (9mmP): A trusted american Sidearm that stuck with our boys through thick and thin.
Thompson (.45ACP): The Thompson was favored by soldiers, criminals, police, and civilians alike for its large .45 ACP Cartridge, accuracy, and high volume of Automatic fire!
MGs(Body 15 or more to carry around without a vehicle.):
MG-42 (7.92x57m Mauser): The Germans have learned their lesson after we nearly won the war. So, they decided to give us the weapon that mowed us down in D-Day. Hopefully we could do the same to these monsters.
SHOTGUNS: M1897 Trench gun (12-gauge): The first truly successful pump-action shotgun produced. Brings a tear to my eye. [hider=Stats] Magazine: 6
Damage: 1D10*3+Projectiles
Distance: 70 feet Cost: 1600 [/SPOILER]
Sawn-off Double-Barrel (12-gauge): The smaller version of Shotguns. Normally considered as a Sidearm in some people's eyes.
Magazine: 2
Damage: 2d4*3+Projectiles
Distance: 40 feet
Cost: 400
Double Barrel Shotgun: The originator of kicking ass. This baby can blow a man apart easily! But Demons may vary in blowing apart.
Magazine: 2
Damage: 2d6*3+Projectiles
Distance: 40 feet
Cost: 1900
Grenades:
Molotov Cocktail: These fuckers ought to burn in hell for what they think they're doing. All this baby is made to do is make them burn quicker.
Damage: 2D6+Projectiles to burn Distance: 80 feet thrown Special ability: Burn!: If a target is on fire, they must roll a BOD+Toughness save to roll out the fire. Otherwise, they take 1D6 of fire damage for each turn. Cost: 30 per Molotov
Hand Grenade: The most dignified thing we should do for these bastardly beasts is to blow them all to hell!
Damage: 4D6+Projectiles Distance: 90 feet thrown Cost: 90 per Grenade