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 Outdated.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
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.
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.
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.
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.