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Arknights Homebrew

Posted: Sat Aug 28, 2021 7:22 am
by Knight
What Is Arknights?
Arknights takes place in a place not too different from ours-- major nations in our world have parallels in Arknights. Victoria, for instance, is a victorian-era UK. Columbia is US during the 1900s. However, there are a few major differences between our world and Arknights. First off, there are no regular humans. Everyone is a type of kemonomimi or furry.

Second off, there is a unique mineral, called Originium, that has a massive amount of uses owing to the fact that it has a high energy yield. Everything that would work on electricity or use an engine instead uses originium. However, it is quite volatile and and causes a disease called Oripathy. Oripathy is not only fatal, but those who die in the latter stages explode into a mist of originium. This has led to discrimination of those infected with it.

Third, there are a higher amount of natural disasters which are referred to as catastrophes. They leave behind large sources of originium. In order to avoid catastrophes, cities are built on large, mobile platforms. They are referred to as Nomadic Cities.

Lastly, the lack of gunpowder has made most people stick with swords, bows, and crossbows. Although, explosives aren't too hard for normal people to use. There is also Originium Arts, a type of magic. Originium is used in wands to boost the power of arts, as otherwise a person's arts would be considerably weaker. Guns are trickier and only the angel people of Laterno have a natural ability in using them. Bullets are etched with small originium circuits and require a precise amount of focus.
Speculated Arknights Timeline (Not Mine)
THIS IS A SPECULATED TIMELINE.
Thanks to 邪恶天才 on bilibili for a lot of the sources, and thanks to the many pals on the Arknights Discord #ak-lore channel for corrections.

This timeline assumes the HoSF date of 1097 as the current date.

These dates are approximate as wars and such could last many years.

1077: Ursus-Lungmen conflict (Main 5-11, Wei mentions a conflict 20 years ago).
1090: Siracusa incident (Code of Brawl CB-7, Capone mentions their leader being assassinated which led them to come to Lungmen).
1093: Kazdel civil war (Anonymous Ones’ War, Scout mentions 3 years ago Rhodes/Doctor joined in the civil war).
1093: possible date of Doctor’s disappearance (Anonymous Ones’ War, Scout says people hope to have the Doctor back, because they have lost so much).
1096: Grani and the Knight’s Treasure event (Grani has 2 years of combat experience before joining Rhodes).
1096, before December 23rd: prior to Doc’s rescue mission (Blaze’s lines in Main 6-2, when Ace was still alive).
1096 December 23rd: possible date of Reunion’s attack on Chernobog (Tutorial introduction mentions December 23rd, which is also Amiya’s birthday).

The following assumes 1096 December 23rd as the date of the Chernobog invasion.

1096 December 27th: Doc’s trip to Lungmen (TR-11 mentions 4 days after Chernobog mission, and Closure asking if they’re going to Lungmen in OI).
1096-1097 Spring: Events of Separated Hearts (Main 2-6, Misha says she’s been in Lungmen for a week, and it is likely she was in Chernobog before).
1096-1097 Spring: After Misha’s death, Rhodes Island docks near Lungmen.
1097 Spring: Lungmen invasion, speculated to happen shortly after RI’s docking.
1097 Summer: Heart of Surging Flames event (Makes sense since Blaze was injured at the end of Chapter 6, and by HoSF she is still recovering).

No specific dates given after Chapter 3.

Code of Brawl: happened after the Lungmen invasion since they mention visiting the grave of Ch’en’s informant. CoB should also occur during Fall from the Halloween reference.
Ancient Forge: sometime before AK equivalent of Chinese New Year. Nian’s talk with Closure at the end of AF reveals that Alty’s visit to Kal’tsit at the end of HoSF was before AF. Since CNY happens in January, AF must’ve happened in 1098.
Why Anima?
Anima has enough flexibility and animu in it to accurately represent Arknights. Although flying around with ki isn't exactly canon in any instances.

I borrowed a few explanations from https://mrfz.fandom.com/wiki/Arknights_Wiki since I felt like they explained it best and probably know things better than me.

Re: Arknights Homebrew

Posted: Tue Aug 31, 2021 3:10 am
by Knight
First step is bringing it into the modern world. It's not that hard. Anima provides some rules for making it modern day. Not much has to be changed in the base game aside from removing some things that may seem questionable. Most of the things that don't fit are optional in character development anyway. The blood of elementals works perfectly fine and maybe some of the ancient beasts blood, but most others shouldn't be used. However, nothing says you can't make an excuse to use it. Arknights is pretty animu with alligator girls stopping a giant mech with their fists.

My modern day homebrew:
Spoiler
New Secondary Skills:
Driving (Cars) Dex (Athletics)
Driving (Cycles) Agility (Athletics)
Piloting (Aircraft) Dex (Perceptive)
Computers Int (Intelligence)
Machinery Int (Intelligence)

Alternatively, introduce a secondary skills category called "Mechanical" and place all those skills into that category. It'll cost Freelancer 1 DP per point in this category while every other class is 2 DP per point.

Armor:
Kevlar Vest 15 GC
Armor Requirement: 0 | Natural Penalty: -5 | Movement Restriction: 0 | Fortitude: 10 | Presence: 25 | Location: Breastplate | Class: Soft
Cut: 1 | Impact: 1 | Thrust: 2 | Heat: 1 | Elec: 0 | Cold: 1
Damage Barrier: 30 (vs Projectiles)

Ballistic Armor 40 GC
Armor Requirement: 20 | Natural Penalty: -10 | Movement Restriction: 1 | Fortitude: 16 | Presence: 30 | Location: Shirt | Class: Hard
Cut: 2 | Impact: 2 | Thrust: 3 | Heat: 1 | Elec: 0 | Cold: 2
Damage Barrier: 40 (vs Projectiles)

Kevlar Elbow and Kneepads 25 SC
Armor Requirement: 0 | Natural Penalty: 0 | Fortitude: 8 | Presence: 15 | Location: Arms & Legs | Class: Soft
Cut: 2 | Impact: 1 | Thrust: 2 | Heat: 0 | Elec: 0 | Cold: 0

Ballistic Facemask 12 GC
Armor Requirement: 0 | Perception Penalty: 0 | Fortitude: 12 | Presence: 15 | Location: Head | Class: Hard
Cut: 2 | Impact: 1 | Thrust: 2 | Heat: 1 | Elec: 0 | Cold: 1
Damage Barrier: 25 (vs Projectiles)

Plastic Helmet 10 SC
Armor Requirement: 0 | Perception Penalty: 0 | Fortitude: 10 | Presence: 15 | Location: Head | Class: Hard
Cut: 1 | Impact: 1 | Thrust: 1 | Heat: 1 | Elec: 0 | Cold: 1
Damage Barrier: 20 (vs Projectiles)

Ballistic Helmet 15 GC
Armor Requirement: 0 | Perception Penalty: -10 | Fortitude: 13 | Presence: 20 | Location: Head | Class: Hard
Cut: 2 | Impact: 2 | Thrust: 2 | Heat: 1 | Elec: 0 | Cold: 1
Damage Barrier: 30 (vs Projectiles)

Descriptions:
Ballistic Armor: Utilizing ceramic plates, or something similar, placed on the front, sides, and back of of the user allows him to survive heavier caliber rounds. Naturally, it is not as good as plate
armor for withstanding attacks.

Ballistic Helmet: With lightweight metaloids and kevlar, this helmet can protect the user against small caliber, shrapnel, and blows to the head.

Kevlar Vest: Kevlar is strong synthetic fiber that offers a surprising amount of protection against stabs and bullets. This vest hard to notice under loose clothing. For an extra 5 GC, kevlar layers can be infused into any clothing. This offers complete coverage over the body and is difficult to notice.

Plastic Helmet: These helmets are designed to protect the head during work-place or motorcycle accidents. Still, it provides better cover than nothing.

Weapons:

Firearms:
Handgun 20 GC
Damage: - | Speed: +10 | Required Strength: 2/4 | Primary Attack Type: - | Secondary Attack Type: - | Weapon Type: Projectile | Special: Strength 6 | Fort: 6 | Breakage: -4 | Presence: 15

Small Caliber Handgun Ammo 10 SC
Damage: 30 | Speed: - | Required Strength: - | Primary Attack Type: Thrust | Secondary Attack Type: - | Weapon Type: Munition | Special: For Handgun, SMG | Fort: 3 | Breakage: -3 | Presence: 15

Large Caliber Handgun Ammo 15 SC
Damage: 40 | Speed: - | Required Strength: - | Primary Attack Type: Thrust | Secondary Attack Type: - | Weapon Type: Munition | Special: For Handgun, SMG | Fort: 3 | Breakage: -3 | Presence: 15

Submachine Gun 35 GC
Damage: - | Speed: +5 | Required Strength: 2/4 | Primary Attack Type: - | Secondary Attack Type: - | Weapon Type: Projectile | Special: Strength 6 | Fort: 6 | Breakage: -4 | Presence: 15

Assault Rifle: 50 GC
Damage: - | Speed: 0 | Required Strength: 4/6 | Primary Attack Type: - | Secondary Attack Type: - | Weapon Type: Projectile | Special: Strength 6 | Fort: 8 | Breakage: -2 | Presence: 20

Small Caliber Rifle Ammo 30 SC
Damage: 40 | Speed: - | Required Strength: - | Primary Attack Type: Thrust | Secondary Attack Type: - | Weapon Type: Munition | Special: For Assault Rifle, Sniper Rifle | Fort: 3 | Breakage: -3 | Presence: 15

Large Caliber Rifle Ammo 40 SC
Damage: 50 | Speed: - | Required Strength: - | Primary Attack Type: Thrust | Secondary Attack Type: - | Weapon Type: Munition | Special: For Assault Rifle, Sniper Rifle | Fort: 4 | Breakage: -3 | Presence: 15

Sniper Rifle: 50 GC
Damage: - | Speed: 0 | Required Strength: 4/6 | Primary Attack Type: - | Secondary Attack Type: - | Weapon Type: Projectile | Special: Strength 6 | Fort: 8 | Breakage: -2 | Presence: 20

Heavy Caliber Rifle Ammo 40 SC
Damage: 70 | Speed: - | Required Strength: - | Primary Attack Type: Thrust | Secondary Attack Type: - | Weapon Type: Munition | Special: For Sniper Rifle | Fort: 5 | Breakage: -1 | Presence: 20

Shotgun: 40 GC
Damage: - | Speed: 0 | Required Strength: 4/6 | Primary Attack Type: - | Secondary Attack Type: - | Weapon Type: Projectile | Special: Strength 8 | Fort: 8 | Breakage: -2 | Presence: 20

Shotgun Buckshot 15 SC
Damage: 40 | Speed: - | Required Strength: - | Primary Attack Type: Thrust | Secondary Attack Type: - | Weapon Type: Munition | Special: Shotgun, Special | Fort: 3 | Breakage: -3 | Presence: 15

Shotgun Slug 20 SC
Damage: 50 | Speed: - | Required Strength: - | Primary Attack Type: Thrust | Secondary Attack Type: - | Weapon Type: Munition | Special: Shotgun, +30 m | Fort: 3 | Breakage: -3 | Presence: 15

Light Machinegun 80 GC
Damage: - | Speed: -10 | Required Strength: 5/7 | Primary Attack Type: - | Secondary Attack Type: - | Weapon Type: Projectile | Special: Strength 8 | Fort: 9 | Breakage: -1 | Presence: 25

LMG Ammo 1 GC
Damage: 50 | Speed: - | Required Strength: - | Primary Attack Type: Thrust | Secondary Attack Type: - | Weapon Type: Munition | Special: For LMG | Fort: 5 | Breakage: -2 | Presence: 20

Heavy Machine Gun
Damage: - | Speed: -20 | Required Strength: 8/11 | Primary Attack Type: - | Secondary Attack Type: - | Weapon Type: Projectile | Special: Strength 10 | Fort: 9 | Breakage: -1 | Presence: 25

HMG Ammo 5 GC
Damage: 70 | Speed: - | Required Strength: - | Primary Attack Type: Thrust | Secondary Attack Type: - | Weapon Type: Munition | Special: For HMG | Fort: 5 | Breakage: -1 | Presence: 20

Flamethrower: 40 GC
Damage: - | Speed: -10 | Required Strength: 5/7 | Primary Attack Type: - | Secondary Attack Type: - | Weapon Type: Projectile | Special: Strength 8 | Fort: 9 | Breakage: -1 | Presence: 20

Flamethrower Fuel: 10 SC
Damage: 40 | Speed: - | Required Strength: - | Primary Attack Type: Heat | Secondary Attack Type: - | Weapon Type: Munition | Special: For Flamethrower, Special | Fort: 5 | Breakage: -1 | Presence: 20

Rocket Launcher 100 GC
Damage: - | Speed: -30 | Required Strength: 5/7 | Primary Attack Type: - | Secondary Attack Type: - | Weapon Type: Projectile | Special: Strength 10 | Fort: 9 | Breakage: -1 | Presence: 25

Anti-Personnel Rocket 10 GC
Damage: 90 | Speed: - | Required Strength: - | Primary Attack Type: Thrust | Secondary Attack Type: - | Weapon Type: Munition | Special: For Rocket Launcher, Special | Fort: 5 | Breakage: -1 | Presence: 20

Anti-Armor Rocket 15 GC
Damage: 120 | Speed: - | Required Strength: - | Primary Attack Type: Thrust | Secondary Attack Type: - | Weapon Type: Munition | Special: For Rocket Launcher, Special | Fort: 5 | Breakage: -1 | Presence: 20

Grenade Launcher 25 GC
Damage: - | Speed: -10 | Required Strength: 5/7 | Primary Attack Type: - | Secondary Attack Type: - | Weapon Type: Projectile | Special: Strength 8 | Fort: 9 | Breakage: -1 | Presence: 25

Fragmentary Grenade 25 SC
Damage: 60 | Speed: 0 | Required Strength: 5 | Primary Attack Type: Impact | Secondary Attack Type: - | Weapon Type: Munition/Throwing | Special: Special | Fort: 9 | Breakage: -1 | Presence: 20

Shock Grenade 20 SC
Damage: 15 | Speed: 0 | Required Strength: 5 | Primary Attack Type: Lightning | Secondary Attack Type: - | Weapon Type: Munition/Throwing | Special: Special | Fort: 9 | Breakage: -1 | Presence: 20

Mortar 200 GC
Damage: - | Speed: -60 | Required Strength: N/A | Primary Attack Type: - | Secondary Attack Type: - | Weapon Type: Projectile | Special: Strength 12 | Fort: 18 | Breakage: - | Presence: 30

Mortar Shell
Damage: 90 | Speed: - | Required Strength: N/A | Primary Attack Type: - | Secondary Attack Type: - | Weapon Type: Projectile | Special: Strength 12 | Fort: 18 | Breakage: - | Presence: 30

Reloading, Magazine Size, Range:
Weapon | Reload | Magazine Size | Range
Assault Rifle | 2 | 30 | 100m
Flamethrower | 3 | 5 | 8m
Grenade Launcher | 1/6 | 1/4 | 60m
Handgun | 1 | 12 | 40m
Heavy Machine Gun | 3 | 10 | 300m
Light Machine Gun | 2 | 20 | 150m
Rocket Launcher | 2 | 1 | 300m
Shotgun | 1 | 4 | 20m
Sniper Rifle | 1 | 10 | 300m
Submachine Gun | 1 | 30 | 60m

Descriptions:
Assault Rifle: With decent stopping power, range, and magazine size, it is no wonder that assault rifles is standard issued weapons with soldiers. Assault rifles can also fire a burst of rounds at 2 meter radius, striking anyone within that circle. This uses, on average, 6 rounds and gives a penalty of -10 when attacking.

Flamethrower: Bathe the enemy in hellfire! This weapon fires in a cone. Naturally, anyone who is hit by the flames may be set aflame as described in the core rulebook on page 216.

Handgun: While handguns use the lowest caliber of bullets and has a short range, they are easy to use and cheap.

Heavy Machine Gun: Heavy, long range, and can easily destroy lightly armored vehicles let alone people. A HMG is naturally firing in bursts of 10 and strike in a circle of 4 meters. These guns are very heavy, meaning a normal person could only hipfire the gun. Trying to use it while it is not deployed on a tripod or if you don't have 11 STR applies a penalty of -20 when firing.

Light Machine Gun: The weapon that produces the most casualities from a squad of soldiers. Due to its lighter weight, it is easily managed compared to HMGs at the cost of firepower. LMGs also fire in bursts of 10, letting them hit in a 3 meter wide circle. Trying to use it while it is not deployed on a bipod or with 7 strength applies a penalty of -10 when firing.

Rocket Launcher: This weapon is designed for disabling heavily armored targets. Anti-personnel rockets explode with shrapnel in a 6 meter radius when they strike. Anti-armor rockets subtract 2 points of AT from the defender and only have a 1 meter explosion radius.

Shotgun: Commonly used by hunters and lockpickers in modern times. When using buckshot rounds, the shotgun has a 2 meter radius when attacking. You don't gain this advantage with slug rounds, but they increase range to 50 meters.

Sniper Rifle: Rifles designed to be used from a great distance. Due to snipers commonly being prone and using a bipod for increased stability, these rifles can use heavy caliber rounds. Heavy caliber rounds reduce defender's AT by one point.

Submachine Guns: Designed to hold more ammo and to send more bullets at your enemies compared to a handgun. If firing in a burst mode, which on average uses 6 bullets, it has a 2 meter radius on its target. It also gives a penalty of -10.

Grenade Launcher: These are either made in one-shot or six-shot. They are made to fire grenades at a longer distance, to force enemies out of cover or to provide an easily carried area of effect weapon. In accordance with their name, the type of ammo it uses are grenades of any kind. Grenades fired from a grenade launcher will explode on impact. Unless you spend an extra 15 SC for each six grenades you have to get a speed loader, you have to reload each shot individually, so it'll take four rounds to reload all of it. With speed loader rounds, it takes only two rounds.

Fragmentary Grenade: Handheld explosives made to be thrown from a distance. The grenade explodes in a 5 meter (15 feet) radius, covering all inside with shrapnel. The accuracy is checked to see if the grenade lands where intended (using Table 45 in the core rulebook). After that, if a victim attempts to Dodge or Block, he must pass a Dodge or Athleticism check of Difficult difficulty if he is at greater than half the radius of the explosion, or against a Very Difficult level difficulty otherwise.

Shock Grenade: Handheld explosives made to be thrown from a distance. The grenade explodes in a 5 meter (15 feet) radius, but instead of trying to harm the person it only attempts to stun them. The accuracy is checked to see if the grenade lands where intended (using Table 45 in the core rulebook). After that, if a victim attempts to Dodge or Block, he must pass a Dodge or Athleticism check of Difficult difficulty if he is at greater than half the radius of the explosion, or against a Very Difficult level difficulty otherwise. While shock grenades offer a minimal amount of damage, their main use is stunning targets. As long as a target is hit, they temporarily lose 5 fatigue points.

Mortar: A tube-shaped weapon that fires explosives into the air to drop it on the enemy. This makes defending positions even more difficult when introduced to the field as mortar gun teams are commonly not in the line of sight of the enemy (although in this method the drop locations are already chosen or are using a spotter close by). The shell is made to explode, creating a cloud of shrapnel with a radius of 15 – 30 feet. Although the shell itself attacks in a conventional way, the explosion does not. The accuracy is checked to see if the shell hits where intended, (using Table 45 from the core rulebook). After that, if a victim attempts to Dodge or Block, he must pass a Dodge or Athleticism check of Absurd difficulty if he is at greater than half the radius of the explosion, or against an Almost Impossible level difficulty otherwise.

Vehicles:

Car 200 GC
Max Safe Speed: 70 MPH | Presence: 120 | Structural Points: 200 | Damage Barrier: 20
Cut: 2 | Impact: 2 | Thrust: 0 | Heat: 2 | Elec: 2 | Cold: 2

Truck 250 GC
Max Safe Speed: 60 MPH | Presence: 120 | Structural Points: 220 | Damage Barrier: 20
Cut: 2 | Impact: 2 | Thrust: 0 | Heat: 2 | Elec: 2 | Cold: 2

Motorcycle 160 GC
Max Safe Speed: 90 MPH | Presence: 120 | Structural Points: 180 | Damage Barrier: 20
Cut: 2 | Impact: 2 | Thrust: 0 | Heat: 2 | Elec: 2 | Cold: 2

Helicopter: 2000 GC
Max Safe Speed: 160 MPH |Special: Flying | Presence: 120 | Structural Points: 200 | Damage Barrier: 20
Cut: 2 | Impact: 2 | Thrust: 0 | Heat: 2 | Elec: 2 | Cold: 2

Items:
Cellphone 20 SC
Computer 1 GC
Flashlight 1 SC
Radio 5 SC
Television 40 SC
Toolbox 15 SC
Hazmat Gear 20 GC
Basic First Aid Kit 15 SC
Advance First Aid Kit 1 GC
Drone, Basic 80 SC
Drone, Advanced 1 GC
Drone, Combat 5 GC
Jetpack, Single Use 2 GC
Jetpack 20 GC

Basic First Aid Kit: This first aid kit can treat a single person for most medical issues-- or at least keep them stablized enough for an actual medic to look over them. Tourniquet, bandages, chest seals, nose tubes, ointment, whatever to quickly treat injuries resulting form anything from accidents to combat wounds until actual professionals can look over it. This lets the user ignore the Untrained penalty for Medicine if they don't have a single point in it. Otherwise, it adds a +10

Advanced First Aid Kit: This first aid kit is meant to treat numerous people-- up to 4 before supplies start running out. While it has a lot that the basic first aid kit has, it also includes bloodpacks to ensure up to 4 people don't bleed out. It also includes IVs to treat quick loss of nutrients to the body like dehydration, blood loss, or to inject medicinal drugs to calm the patient down (such as morphine). It offers a +20 to those with Medicine trained at at least 20. To everyone else, it's no different from a basic first aid kit.

Hazmat Gear: The purpose of hazardous material gear is to protect the user from anything that is hazardous! This means that the outfit seals the user from the outside air, so there is no chance that toxins in the air to touch the user's skin or enter their airway. This also means that the outfit must provide its own supply of oxygen or that the user has a gas mask to filter out particles in the air.

Drone, Basic:
A small drone that has a range of 500 meters at a cool 10 mph. It's intend mostly for those who simply one to pilot one or perhaps attach a camera to it for aerial shots. It has no on-board camera, so the pilot has to rely entirely on their sight in order to pilot it. It requires at least one point in Pilot in order to use correctly.

Drone, Advanced:
Armed with a camera, so pilots can watch on some sort of screen to see where they're going although there is a slight delay. It also has a range of 1000 meters, so it is better suited for forward recon. It can also achieve speed of 26 mph. It requires at least one point in Pilot in order to use correctly.

Drone, Combat:
Whether it has explosives strapped to it or a small gun, this drone is great for harrasment. Like the advanced drone, it has an on-board camera so its pilot can see where its going without having to maintain direct line of sight. It has a range of 2500 meters, yet at a speed of 18 mph. It requires at least one point in Pilot in order to use correctly.

Jetpack, Single Use:
This jetpack lets the user jump 200 meters in any direction once as long as they weigh less than 400 lbs. It requires 10 points in the Pilot skill to use without issue, although bad weather and projectiles may require a roll to avoid being shot down or land somewhere you don't want to.

Jetpack:
This jetpack lets the user jump 400 meters in any direction and hover at 40 meters off the ground, effectively granting them the Flying ability at 10. It can carry anything below 400 lbs. The full jump can be done about 10 times or for a full 30 minutes, whichever comes first, before needing to be refueled. It requires 10 points in the Pilot skill to use without issue, although bad weather and projectiles may require a roll to avoid being shot down or land somewhere you don't want to.

Drugs:
Tylenol 15 SC
Morphine 90 SC
Neosporin 16 SC

Tylenol:
A simple pain reliever, most intended for aching pains or minor injuries. It offers a +10, and lets you ignore the -30 penalty for not having it, to Withstand Pain for critical injuries that are between 1-50. The price is for a single pill bottle.

Morphine:
A strong pain suppression-- even bullet wounds feel like small cuts when injected. It offers a +60, and lets you ignore the -30 penalty for not having it, to Withstand Pain for critical injuries. The price is for 3 injections. If someone has had 3 injections of morphine within the last hour, they must pass a moderate Composure check to not become addicted to it. If they have had 6 injections in the last hour, they must pass a Difficult VR check to not overdose on it. If they fail, they suffer Weakness 2 and an All Action Penalty of 30. If they fail by 80 or more, they will enter the state Between Life and Death. Failure to stabilize will result in death.

Neosporin:
This antibiotic drug adds a +10 for treating minor cuts, bruises, and burns (1/4 of a person's LP in damage for the first two and 1/3 in damage for burns) with the Medicinal skill, although this doesn't stack with the basic or advance first aid kit.

Credit & Debt:
While in medieval, and somewhat renaissance, fantasy the idea of banking tends to be loose. Some systems just have you carry all your cash, slowly crushing you and your wallet, or leave it all at home or something. Other systems may have some sort of banking system like WFRP4e, but it also states you lose any money you don't spend or put in the bank between adventurers. In the modern world, we can't have any of that! You get a monthly income, you can't buy all these fancy-schamcy car or house with your lowly wage!

That's why banks and merchants are more willing to place things on credit. Slowly pay off your car instead of buying it with a briefcase full of money (not that many businesses will allow a Joe Schmoe to hand them 20k for a car on the spot). Instead, you pay a small amount every month with some interest.

As long as you're from somewhere civilized, you should be using a bank. That bank should also give you a debit or credit card. This card will allow you to pay for items without needing to carry cash, but not everywhere might accept cards, so it never hurts to carry some on you anyway. You should also have a wage, but some people do live on oddjobs...
For Arknights, I would restrict anyone not Sankta from having a longarm (anything bigger than a handgun). Explosive weaponry is also fine for non-Sankta due to how easier it is to use explosives compared to longarms.

I hate making pricing for items in a homebrew. Especially when trying to modify a huge list of items from the core books, so I just made up a very easy calculation.

Easy Solution is as follows: 1 copper = 1 LMD, 1 silver = 10 LMD, 1 gold = 1000 LMD. You'll have to do the math for any gear previous of this.
Arknights Specific Equipment
Landship: 25,000,000 LMD
Sedentary towns and cities rarely survive for long, which is why Terran scientists have crafted moving cities to avoid catastrophes when the warnings come up. This one isn't that large, only being about 600 meters long. This covers the landship, construction of all the buildings, and a month's worth of fuel and supply.

Infection Monitoring Bracelets: Not for sale.
Rhodes Island has developed special monitoring devices that all of its personnel wear regardless of being infected or not. These bracelets, commonly wrapped around wrists, legs, or sometimes tails, monitor a person's body signals and tracks their Oripathy's progress.

Combat Chainsaw: 35,000 LMD
Damage: 70 | Speed: -15 | Required Strength: 6/8 | Primary Attack Type: Cut | Secondary Attack Type: Thrust | Weapon Type: Two-Handed | Special: Complex, One- or Two-handed, Special | Fort: 15 | Breakage: 5 | Presence: 25
A chainsaw is a scary weapon on the battlefield, especially one made for combat. When it strikes flesh, it does so brutally. The attacker adds +30 to their critical roll.

Stun Baton 9,500 LMD
Damage: 25 | Speed: 0 | Required Strength: 4 | Primary Attack Type: Electricity | Secondary Attack Type: Impact | Weapon Type: Mace | Special: Special | Fort: 10 | Breakage: -1 | Presence: 25
A stun baton is intended for non-lethal takedowns. Although it may still injure someone, it's not the intended purpose of it. When struck by it, the defender must pass a PhyR check of 80. If he passes, he only takes the damage. If he fails, he loses 2 Fatigue Points. The battery gives out after 30 strikes.

Casting Staff 7,500 LMD
Damage: 30 | Speed: +10 | Required Strength: 4 | Primary Attack Type: Impact | Secondary Attack Type: - | Weapon Type: Pole | Special: Casting Device, Two-Handed | Fort: 11 | Breakage: 0 | Presence: 25
Something of a quarterstaff that has an originium device, or infused with originium in some way, inside it to assist a caster in casting. Without one, the caster's abilities would be severely muted.

Casting Wand 5,000 LMD
Damage: 20 | Speed: +15 | Required Strength: 3 | Primary Attack Type: Impact | Secondary Attack Type: - | Weapon Type: Pole | Special: Casting Device | Fort: 8 | Breakage: -2 | Presence: 25
A small pole with an originium device, or infused with originium in some way, within it to assist a caster in casting. Without one, the caster's ability would be severely muted.

Piledriver Lance 125,000 LMD
Damage: 80 | Speed: -10 | Required Strength: 7/10 | Primary Attack Type: Thrust | Secondary Attack Type: Impact | Weapon Type: Pole | Special: One- or Two-handed, Special | Fort: 14 | Breakage: 4 | Presence: 30
Piledriver Lances are primarily used by the military, thanks to their destructive power. While they don't appear to be any different from a regular lance, aside from not needing to be on horseback, they are able to use explosive rounds to crack the toughest of armor. A regular piledriver lance has 6 explosive cartridges, allowing you to attack six times with a +40 to damage and ignore 4 AT. To reload all 6 explosive cartridges, it takes 6 rounds.

Piledriver Spear 100,000 LMD
Damage: 65 | Speed: -10 | Required Strength: 6/8 | Primary Attack Type: Thrust | Secondary Attack Type: Impact | Weapon Type: Pole | Special: One- or Two-handed, Special | Fort: 14 | Breakage: 4 | Presence: 30
A piledriver spear is different from a lance in one category: instead of launching explosive rounds, it fires the head of the spear with a range of 20 meters. The firing mechanism has a strength rating of 10. It takes 1 round to reload the tip head and is treated as a quarterstaff until another spearhead is attached to it.

Tactical Crossbow

Semi-Automatic Heavy Ballista

Tactical Bow

Assault Heavy Bow

Casting Device: What does this mean? Well, it just lets anyone with Trained Caster to use their Arts. Without it, you're limited it what you can do severely. Blaze can heat up her Chainsaw without the need of a casting device, for instance. Originium-etched bullets are also used without a casting device, but require a very specific touch. In order to make something a casting device, it needs to be made with originium or use it as a catalyst.

Modern Smithing:
With the use of robotic machinery, smithing has become easier. What once took a group of burly men covered in sweat near a hot forge has been mechanized for efficiency's sake. This means the "Time Employed" table for forging needs to be adjusted. Simply put, one day should be the standard, so a 0 for its modifier. Keep in mind this is only when you're using advance machinery.

Time Employed in Manufacture | Modifier
One hour | -20
Two to four hours | -10
One day | 0
Two to three days | +10
A week | +20
Two weeks | +40
One month | +60
Two to three months | +80
Six months | +100
One year | +120

Processed Originium
Difficulty: –20 Maximum Quality: +10 Availability: Common
Description: A common mineral in Terra, this semi-transparent black crystal contains enormous energy, and is the primary factor of causing Catastrophes. Widely used in the field of Arts, it works as the basic material and catalyst of all kinds of Arts and Arts items. Without Originium, the efficiency of Arts would, without a doubt, drop dramatically. As technologies develop, more and more countries start to use it as an energy source.

In this state, one doesn't have to worry about contracting Oripathy. That doesn't stop many people from using protective gear when handling it regardless.
Operator Gear Packages
This is a list of gear that can be given to operators by RI-- or whatever other organization. It's just intended to ensure people can be fully decked out in equipment needed to complete their mission instead of buying a rusty knife and hoping that's good enough.

Caster/Medic*/Supporter:
1 Wand or Staff
1 Outfit, be it the operator's own design or RI's common issue
1 weeks worth of Field Rations (Decent)
1 Basic First Aid Kit
1 Radio
*For medic, add 1 Advance First Aid Kit instead of a basic one.

Defender:
1 Melee Weapon of Choice (Generally one-handed, but if the Operator is strong enough it can be a two-handed weapon)
1 Shield or Full Shield
1 Ballistic Helmet
1 Ballistic Vest
1 Set of Elbow and Kneepads
1 Outfit, be it the operator's own design or RI's common issue
1 Weeks worth of Field Rations (Decent)
1 Basic First Aid Kit
1 Radio

Guard/Vanguard/Specialist:
1 Melee Weapon of Choice
1 Kevlar Vest
1 Plastic Helmet
1 Set of Elbow and Knee Pads
1 Outfit, be it the operator's own design or RI's common issue
1 Weeks weeks of Field Rations (Decent)
1 Basic First Aid Kit
1 Radio

Sniper:
1 Bow or Crossbow of Choice
1 Kevlar Vest
1 Outfit, be it the operator's own design or RI's common issue
1 Weeks Worth of Field Rations
1 Basic First Aid Kit
1 Radio
Weapon Modification Homebrew:
https://docs.google.com/document/d/1vw8 ... 5CfMA/edit

I recommend this for the simple fact in Arknights, a lot of weapons tend to be modified.

Re: Arknights Homebrew

Posted: Tue Aug 31, 2021 5:18 am
by Knight
Next step is the ARKNIGHTS step.

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Countries
(Click on the country's name to be taken to the wiki page for a more in-depth look at them, this is just for a quick overview)
Ægir
An underwater country much akin to Atlantis with advanced technology, but also with a hint of lovecraft with sea monsters that wish to assimilate the rest of the world (alongside having a monstrous "god" that was defeated, but only put to sleep). Not much is known about it by outsiders, but many of them have left their home with most going to Iberia. Aegir come from here, obviously.

Bolívar
A mix of the Second Mexican Empire and Brazillian Empire. Lightly defended, rich in originium, beautiful lakeshores, and having a monarchy. It's a puppet state of Leithania thanks to them installing the Shingas family as the rulers. Lots of small-sized races live here, to include the dog-like Perros. Currently, it's in a civil war by three different parties (one being funded by not-America Columbia).

Columbia
Terra bless Columbia! Trying to build nukes, a melting pot of races, rap music, and a need to expand to include funding merc groups and antigovernmental organization in nearby countries to destabilize them. It's also known for having decent treatment of Infected, promising them land as long as they agree to work.

Higashi
Japan, except ruled by two shoguns, one from a family in the north and the other from a family in the south because they can't decide who should be in charge after the last one died (and a civil war, invasion from Ursus, and then another civil war that lasted for 20 years before this truce was declared, and a vassal of Yen (China). Anime and manga is big in Higashi and across the world. Only place Oni are known to come from.

Iberia
Spain/Portugal, to include having a really big navy and THE INQUISITION. Aegir refugees came here in troves thanks to the two country's close relationship. Yet, the navy suddenly disappeared one voyage (probably thanks to the Seaborne that plague Aegir) and then an event happened called The SIlence. A big wave of seaborne invaded Iberia, cutting its communication with the outside world. People blame the Aegir since things didn't start to go to hell until they came, so they think they're spies of the seaborne. Kind of a totalitarian theocracy shithole. Liberi are presumed to originate from here.

Kazdel
The holy land of Sarkaz, aka Israel! Sarkaz are basically jews since a lot of people dislike them in the world, but they're mostly famous for how many mercenaries they churn out and the higher quality of them. The last war, a civil war, ended just three years ago from current Terran time and has ruined much of the land. Kazdel is a war prone country...

Kazimierz
Polish horses. Lacking in technology compared to the rest of the world, but they really love their knights, chivalry, and big knightly tournament that is treated like a large sport event like the Superbowl, except only one can win. Capitalism, greed, and debauchery has practically taken over the large cities while the smaller, sedentary villages suffer from poverty.

Kjerag
Snowy, mountainous land that takes notes from Tibet, and its form of Buddhism; and Nepal with its tradition of Kumari. RI helped overthrow the government for their sugar daddy Silverash. It's a little bit more open now, but most people in the government don't care for the outside world still. Snowcat-Feline are presumed to come from here.

Laterano
Where all the angels, Sankta, come from. It's based on Switzerland, thanks to mandatory gun usage of all citizens, their own version of the Swiss Guard; and the Holy See. Its religion is one of the more popular ones. Like Kazdel, Laterano has an interesting culture especially for the angels there. You gotta have a gun, gotta pay your taxes to the church, can't harm a fellow Sankta unless you're in a special club (you'll be fallen and tracked if you do), ect. They take these "rights" seriously and will send out Sankta to track you down to make sure you're paying your dues! Oh, and they own the entire gun market.

Leithania
Austro-Hungarian Empire with a bit of Dutch in it and their language being basically German. It's big on studying Originium Arts and requires everyone to learn Arts. Sadly, their nobles are as abusive and arrogant as they get, willing to levy every single law enforcement officer just to protect their fancy wedding. The nobles also love scheming against one another and talking about how pure their bloodline is. They will also euthanize Infected if they reach a certain level of infectedness... Caprinae come from here!

Minos
Athens-like. They worship heroes, love art, and make high quality weapons. They're filled with mostly the bull-people Forte. A rather small country, too, only being made up of several nomadic cities.

Rim Billiton
Country and corporation that focuses on mining originium. Being focused on mining originium obviously means their rabbit people, Cautus, are more likely to contract oripathy. The mega-corp doesn't really care about Infected or even its citizens, but Infected tend to find that they can't get any jobs or health support. They also have a carrot craze going on thanks to a belief on how overtly nutritious is is. Based on Australia when it was ruled by Britain.

Sami
Based on Finland somewhat. It's really cold, but they have plenty of sauna baths, so it's a-okay. Ursus always wants to take 'em over, but they have really powerful Snowpriests that can singlehandedly drive off an Ursus invasion. They also have an animistic religion and try to fight off horrifying monsters known as "demons", who they preform sacrifices to to keep appease them. Its primarily made of deer people (Elafia).

Sargon
A mixture of the ancient Egypt, Persian, and Aztec empires. Lots of deserts and tropical jungles. Lots of disunity between governmental organizations and lords throughout the land, but they still possess a formidable military. Lionfolk (Aslan) and wyvern-people (Vouvier) view it as their ancestral home. Has a lotta tribes of bird-people and lizards. A lot of stuff happens and has happened in Sargon.

Siesta
Hawaii/Canary Islands. A tropical paradise for all, a tourist's destination for many, as forced by its founder in memory of his late wife! There's also a volcano that could erupt at any moment, but as long as no one tries to mine obsidian it should be fine...

Siracusa
Italy, except ran entirely by the Mafia (and other criminal organizaitons) and wolf-folk (Lupos). The six biggest Mafia families apparently come from the six children of the She-Wolf who all hated each other until the She-Wolf became the moon's shadow or something. Generally, not the most friendly place as you'll probably walk into a gang war. Info networks have to be really careful when snooping around, since digging too deep or on the wrong person could end with someone sleepin' with the fishes.

Ursus
The motherland! Russia/Soviet Union, except a bit more militaristic and xenophobic. Infected tend to be purged or sent to mining camps to die there. There's multiple armies, each controlled by their own noble, so major politics tend to get in the way of all of them coming together. Hell, the Sixth Army was wiped out during the Great Rebellion by the other armies. Gopnick culture is apparently still alive as the nike-like fashion brand called MARTHE is popular in Ursus. Ursus are, naturally, a bulk of the Ursus Empire's people.

Victoria
Here's Britain/UK (and some France & Canada), except becoming a shell of its former self thanks to a vacant throne and royal feuds. They like to use steam-based weaponry like exoskeletons and pilebunker lances. Used to be ruled exclusively by Dracos, but then Aslans came along and existed, so they went to war with each other. It ended with a joint rule of Victoria between the two races until the Dracos vanished and the Aslan king hanged. Aslans haven't filled the seat yet, but Siege is ready to take it! Naturally, there's a lotta catfolk (felines).

Yen
Here's China (Tang Dynasty specifically, apparently). They're famous for their culture and martial arts. And being big with a robust economy. They like to throw their infected into ghettos and hope they disappear, which isn't as bad as Ursus, but still not good. Lungmen tends to get a lot more love, being the Hong Kong equivalent. The Lungmen Dollar (LMD) is used basically everyone since it's the most stable currency after the economy crashed some years ago.
Classes
I don't really see a point in making new classes. You can choose any class and it'll easily match up with any of the classes in Arknights. Even AK's Summoner can exist within Anima, although I would probably restrict it to being able to summon one type of creature.

Races
I don't believe in making mechanics for the 20 races AK offers. There are mainly two races that have a significant difference, that being the angel people Sankta and the demons Sarkaz. Sankta have are naturally inclined to using Originium Arts while Sarkaz are more suspectible to Oripathy, but can also better use and resist Originium Arts.

Sarkaz have a multitude of subraces to include: Vampires, wendigos, banshees, goliaths, and scavangers. Nothing is really known about those last three subraces. Vampire Sarkaz tend to be hornless and tailless pale folk who are nocturnal and feed on blood. Wendigos are a dying race with immense strength and stature. Banshee... resemble banshees, whatever that means. Their males also look like females. Goliaths just tend to be BIG folk. Then, barely anything is known about scavangers. There's two NPCs that might be scavangers.

Those are the only two (maybe three or four if you count subraces) I would make mechanics for.

Sankta
Spoiler
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The Sankta are humanoids with a halo called "fluorescent lamp" above their head and luminescent "wings" of varying shapes and sizes on their back, making them identical to angels in Abrahamic religions of our world. The Sankta's fluorescent lamp is a physical object, preventing them from wearing hats, but whether their "wings" are physical objects too or otherwise remains unknown.

All Sankta are known to be born in Laterano and are proficient in using firearms due to their aptitude on Originium Arts – Terran firearms use Originium instead of gunpowder as their operating mechanism; indeed, the Sankta are the only known users of long guns (e.g. rifles, (sub)machine guns, shotguns) in Terra. Not all Sankta can use firearms, however; those who wanted to must acquire a license from Laterano, and can only use bows/crossbows until then.

The Sankta can become "fallen" if they raised their hands against (i.e. harming or killing) another Sankta, which apparently causes their fluorescent lamp and wings to no longer glow brightly; those under the service of the Notarial Hall, however, are authorized to use lethal force against another Sankta when necessary and have an apparatus that prevents them from being fallen while doing so. Regardless, fallen Sankta are placed under constant surveillance by the Lateranian government.

The Constitution: No matter where a Sankta may be, they must follow the laws governed by Laterano. If they ever break one of these laws, severe consequences will follow them. One such law is pointing one's gun at their fellow kin without authorization. Harming or killing a fellow Sankta will cause them to be Fallen, resulting in constant surveillance by the Notarial Hall. When one falls, their halo and wings become dim.

Originium Aptitude: Sankta have a natural aptitude for Originium. They start out with an additional 10 points their Magic Projection and 15 in Magic Accumulation.

Angelic Presence: With a glowing ring above one's head, it's more difficult to be stealthy. It impossible for a Sankta to wear a hat or helmet. Masks and hoods are still wearable.

Masters of the Firearms: Laterano are the discoverer of firearms, so they have quickly developed a monopoly on it. Sankta who live in Laterano are mandated to have firearms after earning their permit.
Sarkaz
Spoiler
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The Sarkaz are humanoids with a pair of horns of varying shapes above their head, longer pointed ears, and a slim tail with a pointy end, making them identical to demons in Abrahamic religions of our world. Indeed, they are sometimes referred to as "demons" or "devils" by the Terrans.

The Sarkaz have various sub-races:

Goliath Sarkaz are the most commonly seen Sarkaz subrace, which can be distinguished by their tall, muscular stature similar to the biblical Goliath and ram-like horns.
Vampire Sarkaz, as their name suggests, resemble vampires of our world, which can be distinguished by their lack of horns and tails, nocturnality, and for some, pale skin and hematophagy (feeding on blood).
Wendigo Sarkaz, as their name suggests, resemble wendigos of our world, which can be distinguished by their antler-like horns, large stature (slightly larger than Goliath Sarkaz), and immense physical strength. The Wendigo are considered to be a dying race, since only a very few of them are remained in Terra by the time Arknights takes place.
Banshee Sarkaz; little is known about them other than their society being matriarchal and having an androgynous appearance. From their name, Banshee Sarkaz might resemble banshees of our world.
Scavenger Sarkaz; nothing is known about them as of yet.

Most Sarkaz are known to be born in Kazdel. They are more susceptible to Oripathy than other races, but this is both a blessing and a curse. The Sarkaz's vulnerability to Oripathy makes them able to both use and resist Originium Arts better. One notable application of such is an ancient Arts ritual using an Originium "altar" to generate waves of harmful, pure Originium energy which is often referred to as a "cannibalism" or, most of the time, "witchcraft".

Blessed and Cursed: Sarkaz are more likely to get infected from sources of Oripathy. However, they can better use and resist Originium Arts. They start out with an additional 10 points their Magic Projection. They also have have a Mystical Armor rating of 1.
The only real difference between races are age. Although certain races are known for having certain strengths over others, but Anima isn't like 5e in the sense of giving everyone a +2 to one attribute and a -2 to another. Races have different lifespans, so each reach maturity at different ages.

The only thing I would say is use advantages/disadvantages to make your race. Durins are small, so realistically you should get the Uncommon Size to mechanically show it. Or have a GM that loves you enough to give it to you for free.

What about Bloodlines? I don't see why not. FrostNova could easily manipulate ice, so giving her the Blood of Niflheim would make perfect sense.
Arknights Races
For those too lazy to look at the wiki.
Aegir
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Aegirs have the traits of various aquatic creatures such as cetaceans, fishes, cephalopods, echinoderms, cnidarians, and crustaceans. However, most Aegirs are entirely humanoid, making their aquatic creature traits barely noticeable. Currently, only Andreana, Kirara, and Weedy possesse either tails or tentacles.

All Aegirs come from the oceans beyond the known world of Terra. On land, the Aegirs have to face the issues of dry skin. If left untreated, they will face severe symptoms like allegic reactions and chafing. As a matter of fact, they always make sure that their skin is moist all the time, such as carrying a small bottle of water as moisturizer.
AK Spoilers Regarding Aegir
Because of common place of origin, the Aegirs could somehow become a Seaborn either through science experiments, by succumbing themselves to the monsters' mindset, or by forcefully implanting their cells into their bodies. Also, pure-blooded Aegirs from the oceans seems to be immune to Oripathy thanks to their lack of Originium devices in their homeland.
Anaty
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Anaties have the traits of musteloids, which include otters, weasels, and raccoons. Their musteloid traits can be seen from the shape of their ears and tail, though not all Anaty have animal ears.

Anura
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Anuras have the traits of frogs, but similar to the Aegirs, they are entirely humanoid, making their frog traits, i.e. patches of frog-like skin, barely noticeable. Some might also have the ability to secrete poison. However, whether there would be Anuras with more obvious traits (i.e., anthropomorphic frog or having sticky, wet skin) is still debatable.

(If you want to be able to secrete poison, I recommend taking the Blood of the Great Beast of Dominus Exxet and giving yourself a natural weapon capable of poisoning.)

Archosauria
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Archosaurians have the traits of crocodilians, which can be seen from the shape of their scaly tails. They also have long, pointed ears similar to that of Sarkaz, and some Archosaurians also have scales on their body. For males, they might also possess the head and snout of an actual crocodile.

Aslan
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Aslans have the traits of lions (Panthera leo), which can be seen from the shape of their ears and tail, as well as their mane-like hair.

The Aslans came from the present-day Sargon and became the rulers of Victoria alongside the Dracso with whom they had a conflict early on.[1] Following a succession crisis in Victoria, most Aslan were sent into exile.

(Speculation, Not Actually Canon)
It is believed that the Aslans might actually be a sub-race of Feline which is separated by their royal bloodline.

Caprinae
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The Caprinae have the traits of goats (Capra sp.) and sheep (Ovis sp.), which can be seen from the shape of their horns and cloven feet.

Most Caprinae are known to be born in Leithania.

Cautus
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The Cautuses have the traits of leporids (rabbits and hares), which can be seen from the shape of their ears. They do have tails, which is largely unnoticeable due to the short length.

Most Cautus are born in Rim Billiton.

Cerato
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The Ceratoes have the traits of rhinoceroses, which can be easily noticed by the horns on their foreheads.

Draco
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Dracos have the traits of Western dragons in our world's mythology, which can be seen from the shape of their horns and tail, and the ability to manipulate fire. They are often given the nickname, the "red dragons," due to their fiery trait.

The Dracos were once the sole ruler of Victoria until they were forced to share the throne together with the newly-arrived Aslans after signing a peace treaty to end the civil wars. However, twenty years ago, the Dracos suddenly vanished and were believed to be extinct, which caused a huge vacuum on the throne and the nation's instability until present days. But behind the scenes, some of the Dracos remain alive and are plotting to take back their former reign. One such organization is Dublinn.

Durin
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Durins resemble dwarves from various fantasy settings in our world, which can be seen from their stout, short stature. They also have pointed ears. All Durins come from an underground world beneath Terra which is currently unexplored by the land-dwellers.

Elafia
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Elafias have the traits of deers, which can be seen from the shape of their antlers, though not all Elafians have them.

Feline
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Felines have the traits of feliforms, which includes domestic cats (Felis sp.), non-domestic cats including big cats (Panthera sp.) and mongooses. Their feliform traits are visible from the shape of their ears and tail, and their reputation as stealthy prowlers.

Forte
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Fortes have the traits of artiodactyls or even-toed ungulates, which includes bovines and camelids. For the former, their bovine traits can be seen from the shape of their horns. For the latter, their camelid traits can be seen from the shape of their ears and they have the ability to survive in hot arid deserts.

Most Fortes are known to be born in Minos.

Itra
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Itras have the traits of musk deers (Moschus sp.), which can be seen from the shape of their ears. Their unique trait is their capability of leaving behind a unique, fragrant scent.

Kirin
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Kirins have the traits of the qilin, a chimeric legendary creature from the Chinese mythology, which can be seen from their draconic horns and equine tails. The qilin is usually depicted as a creature having the head of a dragon and body of a horse.

Kuranta
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Kurantas have the traits of horses (Equus caballus), which also includes zebras. Their equine traits can be seen from the shape of their ears and their ability to run at high speeds with little to no fatigue.

Most Kurantas are known to be born in Kazimierz.

Liberi
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Liberis have the traits of birds, which can be seen from parts of their hairs that resemble feathers. They also possesses structures resembling tail feathers (or retrices) on their torsos which are often used to cover their bodies.

Most Liberis are known to be affiliated with Columbia though their place of origin might be Iberia.

Lung
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The Lungs have the traits of Eastern dragons in our world's mythology, which can be seen from the shape of their horns and tail. Strangely enough, they do not have the ability to manipulate water in which Eastern dragons are generally associated with.

Lupo
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Lupus have the traits of wolves (Canis lupus), which can be easily seen from the shape of their ears and tail, and sometimes their hair.

Most Lupus are known to be born in Siracusa. "Lone wolf" is derogatory slang for a Lupo who has been ostracized from their community. Lupos tend to have an adverse side effect when in the presence of Projekt Red.

Oni
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Oni closely resembles our world's humans, but with a taller, bulkier, and muscular stature for both men and women. They also have one or two horns on their foreheads.

All known Oni are born in Higashi.

Perro
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The Perroes have the traits of dogs (Canis familiaris), which can be easily noticed by the shape of their ears and tails, and sometimes their hair.

Most Perroes are known to be from Bolívar.

Petram
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The Petrams have the traits of chelonians, which includes turtles and tortoises. However, the only Petram so far is totally humanoid that is similar to Aegirs. Whether there would be Petrams with more obvious traits (i.e., shell or hard scales) is still debatable.

Pilosa
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Pilosas have the traits of sloths. Similar to the Aegirs, Anuras, and Petrams however, Pilosas are entirely humanoid, making their sloth traits barely noticeable aside of their distinctive slow speech and actions. However, whether there would be Pilosas with more obvious traits (i.e., anthropomorphic sloth or having long claws) is still debatable.

Pythia
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The Pythias have the traits of serpents, which can be seen from the shape of their tail and, for some, scales on parts of their bodies. Most Pythias also possesses pointy ears.

Rebbah
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Rebbahs/Reprobas have the traits of hyenas, which can be seen from the shape of their ears and tails.

Savra
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Savras have the traits of lizards, although some of them may have the traits of salamanders. Their lizard/salamander traits can be seen from the shape of their tail.

Ursus
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Ursi have the traits of bears, which includes giant panda (Ailuropoda melanoleuca). Their ursine traits can be seen from the shape of their ears and somewhat bulkier stature than other Terran humans. Ursi do have tails, which is largely unnoticeable due to the short length.

Vouivre
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Vouivres have the traits of wyverns in our world's mythology. Specifically, they are identical to the Dracos, but with smaller, pointed ears, usually a single pair of horns which vary in shape, and a slimmer tail with a pointed end similar to the Sarkaz's.

Vulpo
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The Vulpoes have the traits of foxes, specifically those of the Vulpini tribe, which can be seen from the shape of their ears and tails. A few of them even might have multiple tails due to genetic heritage.

Zalak
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Zalaks have the traits of rodents, which includes mice/rats and squirrels. Their rodent traits can be seen from the shape of their ears and tail.

Unknown/Unconfirmed
A few operators are listed as "unknown" races, although many of them exhibit traits of one of these races. Specter is shark-y, so probably an Aegir. Sora appears to be a Vulpo, but there are rumors that she is using illusions to cover up the fact that she's a Cautus. Glaucus shows off sea slugs in her E2 artwork (E2 artwork always featuring the creature the operator is base don), so she's probably an Aegir. Then there are some like Utage, who seems to be based on a Nue which is why she has cat ears and a serpent's tail. Nian and Dusk are probably Lungs.

There's a few races I decided not to list, like Chimera and Manticore, because it seems like they're really rare. Talulah is technically a chimera, but she identifies as a Draco. Amiya is the only chimera we know of and Manticore is the only Manticore we know of.
Obviously the type of race(s) like Emperor and High Priest are won't be playable.

Advantages & Disadvantages

Oripathy
2 CP Disadvantage if Stage 1 or 2, 3 CP if Stage 3
The character has contracted a fatal disease. Black crystals have started to form somewhere on their body, a painful sensation is common without soothing medicine. Some suffer more from Oripathy physically or mentally. Whether it is growing an unnatural horn, being rendered deaf, being rendered narcoleptic, being schizophrenic, or growing an obsession to a person or items.

Those with Oripathy are also frequently segregated for fear of spreading it-- although person-to-person is highly unlikely, it doesn't stop people from assuming it is. Unless the character hides it or in service of a large group or business, they will most likely be pushed around by civilians and perhaps assaulted.

Some people find themselves with strange powers after becoming infected, but this tends to be rare. The only positive side is those infected with Oripathy can use Arts without a device. However, overusing Arts will speed up the process of Oripathy.

A stage 1 Oripathy patient has to pass a DR check of 60 every month in order to be able to ignore their symptoms. Otherwise, they suffer a -10 All Action Penalty for the rest of the month. A stage 2 Oripathy patient has to pass a DR check of 80 or they will suffer a -30 All Action Penalty for the month. A stage 3 Oripathy patient is considered a loss cause by many and on the cusp of dying. They must pass a 120 DR check or suffer an All Action Penalty of -60. They must also pass by 60 points or more or they will suffer a -30 All Action Penalty.

Someone who regularly takes Oripathy medicine throughout the month have 1 reroll on the DR check with a +20.

Trained Caster
1 CP Advantage
Thanks to years of training, or perhaps a natural affinity, the character is able to use and control Arts as long as they have a casting device. This applies for psychic powers, too! Also adds +10 to the character's MR.
(Functions exactly like The Gift.)
For the purpose of healing spells, you must acquire 40 points in Medicine to use any of them.

Oripathy
Oripathy usually starts within a few days after initial contact with Originium particles from raw (unprocessed) sources, such as Originium shards and Originium gasses. The Infected will begin to exhibit hardened skin on the site of contact, which will then turn dark and start to rise in elevation similar to a regular scab. After a few more days, the Infected will often experience internal burns and the blackened spot will continue to harden to the point of crystallization like that of Originium crystals, which becomes the tell-tale sign of Oripathy, and is typically preceded by lesions in the shape of radiating lines on their outer skin. As such, Oripathy is comparable to cancers in our world, at least superficially.

Further contact with Originium and overusing Originium Arts are the main factors which accelerates the progress of Oripathy.

The crystallization will continue to spread through the Infected's body, causing pain and discomfort and inhibiting their ability to respirate and properly intake and distribute nutrition, eventually causing organ failures which are fatal to the Infected. Upon the Infected's death, their body will eventually start to disintegrate in a similar way to spontaneous combustion as the crystals on their body start to glow, leaving behind a dust of Originium particles that could cause secondary Oripathy infections if the Infected's body is not isolated properly. In some cases, the Originium crystals inside the Infected can be destabilized upon death, causing an explosive chain reaction which turns the Infected into a "living bomb".

It is commonly believed that Oripathy is infectious and can spread through physical contact with the Infected, although recent studies suggest that person-to-person Oripathy transmission is unlikely.

There are many ways to gain oripathy, from highly polluted shards found after a Catastrophe to mishandling of raw originium. Without protective gear, some of the ways you gain Oripathy are impossible to avoid.

Source | Method | Disease Level
Raw Originium | Cutting the skin in anyway | 40 (Cleaning the wound thoroughly adds +20 to the DR Check)
Unstable Liquid Orignium | Exploded while in close proximity | 50
Polluted Originium | Holding without protection | 60 (checked every minute)
Raw Originium | Insertion into body | Impossible to Overcome
Gaseous Originium | Inhaling | Pass an Agility check of 12 to quickly hold your breath or place a rebreather on (If unexpected), follow the Lack of Air rules until you get out of the gas of originium, Impossible to Overcome

Oripathy has no means of being cured, only slowed down.

If you want to have mechanics for tapping heavily into your Oripathy to fuel your Arts, I recommend looking at Nodes, although cutting how much you can dip in by half (so, the max MA advantage you could get would be +30, maximum +level by +3, but I would keep "Without Zeon Cost" as an option) and reducing the POW check to 8. Yet, with a change to the Magical Failure chart. The failure penalty should come after a scene/combat.

Arts Failure
Degrees of Failure | Result
1-3 | Complete Shock
4-6 | Body Burnout
7+ | Fatal Usage

Complete Shock: The originium shards upon your body pulse hotly and painfully. Your limbs feel heavy, as if cinderblocks are tied to them. It's painful to stand. No doubt, your oripathy has worsened and dramatically at that. The caster suffers a -60 All Action Penalty and loses half of their Life Points.
Body Burnout: A burning sensation fills your entire body, the spots with originium shards sticking out being points of intense pain. Yet, it all slowly fades as your consciousness slips from you. You could be in a coma for anywhere between a few hours to a few weeks. Without proper treatment, you could even die from Oripathy.
Fatal Usage: Hopefully it was worth it. Maybe it was out of love, protection, or revenge, but it was your final act in your life. A scorching pain comes across your body before it is replaced with a dull pain. It's too much to stand, let alone talk or keep your eyes open. Still, a few last words wouldn't hurt... Then comes the part everyone fears, one of the reasons why segregation and euthanization might be justified. Your body begins to disintegrate. It might just disintegrate to dust, being taken by the wind, yet any who inhale the dust could very well become infected themselves. Or you explode like some sort of living bomb. Hopefully someone can bury you or cremate you before then.

Re: Arknights Homebrew

Posted: Tue Oct 12, 2021 10:37 pm
by Knight
Enemies

What sort of enemies inhabit the world of Arknights? Well, there's plenty of wild beasts and monsters. There are even creatures corrupted by Originium, such as the Originium Slug. Then, there are various enemy factions. The first and most popular is the Reunion Movement, a militaires sans frontières that focus on liberating the Infected by any means necessary. This includes burning down entire cities and massacring dozens of civilians. Then, a multitude of mercenary bands especially those made up of Sarkaz. There's also plenty of bandits who would prey on the weak. Plus, gangster families that control the seedy underbelly of cities.

Due to how Arknights is a video game first and foremost, enemies tend to have a straightforward progression. Some enemies even have special abilities that can be easily replicated in Anima. For instance, Wraiths can not be blocked by Operators. The easiest solution is to allow them to escape from personal combat whenever they want.

Reunion Movement
Image
The main enemy for the first few chapters of Arknights. Their leader is Talulah, a draco of immense power. While its beginning may have been simply getting back at the Ursus Empire's for its terrible treatment of infected, it had soon blossomed into a group that influenced the infected all around the globe with pro-Infected protests and non-violent civil resistances. Patriot and FrostNova, and their Guerillas and Yeti Squadron respectively, are the scariest elements of Reunion. Their use of mercenaries can also prove a problem.

Rioters
Image
An enemy combatant of unknown identity. They are often found wherever there is turmoil and unrest. They wear a face mask to conceal their identity and use haphazardly-made weapons to engage in melee combat and use molotov cocktails for ranged combat.
Spoiler
Category Freelance; Level 0
Initiative 50/30/25; LP 70; AT N/A; Attack 40; Dodge 40; Weapons Metal Bar, Molotov Cocktails; Damage 30, 25
AGI: 5 DEX: 5 CON: 5 STR: 6 PER: 5 INT: 5 WP: 5 POW: 5
Abilities: Athleticism 20, Notice 10, Search 20, Feats of Strength 10, Intimidate 20, Hide 20, Withstand Pain 10.
Special: Bandit Module, Oripathy
Resistance: PhR 20, DR 20, VR 20, MR 20, PsR 20.

Molotov Cocktail: Damage: 25 Speed: +0 Required Strength: 4 Primary Attack Type: Heat Weapon Type: Projectile, Improvised Fortitude: 3 Break: -2 Presence: 20
Reunion Soldier
Image
One of Reunion's basic melee soldiers. Equipped with illegally obtained weapons and armor, they wear masks to conceal their identities during operation.
Spoiler
Category Warrior; Level 1
Initiative 50/30; LP 100; AT Kevlar Vest; Attack 70; Block 70; Weapons Long Machete; Damage 55
AGI: 5 DEX: 6 CON: 6 STR: 6 PER: 5 INT: 5 WP: 5 POW: 5
Abilities: Notice 30, Search 20, Feats of Strength 30, Composure 20, Intimidate 10, Withstand Pain 20, Machinery 5, Drive 5
Special: Soldier Module, Oripathy
Resistance: PhR 35, DR 35, VR 35, MR 30, PsR 30.
Crossbowman
Image
One of Reunion's basic ranged soldiers. Equipped with illegally obtained weapons and armor, they wear masks to conceal their identities during operations.
Spoiler
Category Ranger; Level 1
Initiative 55/35; LP 95; AT Kevlar Vest; Attack 70; Dodge 70; Weapons Crossbow; Damage 50
AGI: 6 DEX: 6 CON: 5 STR: 5 PER: 6 INT: 5 WP: 5 POW: 5
Abilities: Notice 30, Search 30, Athleticism 15, Track 20, Animals 20, Herbal Lore 20, Jump 15, Climb 20, Ride 30, Stealth 30, Hide 30, Trap Lore 30, Swim 10.
Special: Hunt Module, Oripathy
Resistance: PhR 30, DR 30, VR 30, MR 30, PsR 30.
Caster
Image
One of Reunion's basic casters. These Infected casters tend to use their own Originium to power their Arts. Because they don't rely on staves, their attacks are more unpredictable and they cannot simply be disarmed.
Spoiler
Category Wizard; Level 1
Initiative 50; LP 75; AT N/A; Magic Projection 60; Dodge 40;
AGI: 5 DEX: 6 CON: 5 STR: 5 PER: 6 INT: 8 WP: 6 POW: 8
Abilities: Notice 20, Search 10, Science 10, Medicine 20, Memorize 20, Machinery 20, Magic Appraisal 30.
Special: Oripathy
MA: 40 Zeon: 560 Level on Path: 20 (Destruction)
Resistance: PhR 30, DR 30, VR 30, MR 50, PsR 35.
Leviathan
Leader of the Leviathan Squad. Intel is scarce, but be weary of a cornered animal.
Spoiler
Category Weaponmaster; Level 3
Initiative 0/60/80; LP 240; AT Complete Leather, Kevlar Vest; Attack 130; Block 115; Weapon: Greatsword; Damage: 120 (Two-handed), 105 (One-Handed)
AGI: 6 DEX: 8 CON: 8 STR: 10 PER: 6 INT: 6 WP: 8 POW: 6
Abilities: Notice 35, Athletics 35, Climb 15, Leadership 40, Tactics 30, Composure 50, Feats of Strength 85, Withstand Pain 50, Machinery 10, Drive (Car) 15
Special: Blood of Orochi, Hard to Kill 2, To the Limit, Survivor, Oripathy, Area Attack Module, Armor Reduction Module, Unarmed Module
Resistance: PhR 50, DR 50, VR 50, MR 45, PsR 50

Believed to be a Pythia of eastern origin. She refuses to speak about her past, considering it to be something she's greatly ashamed of. It's believed that after contracting Oripathy, she started to travel to the west into the Ursus Empire on rumors of an organization that accepts all Infected regardless of background. Naturally, she was taken in and offered herself up as a fighter.

She stands at 5'7. Her hair is a moss green that is quite messy in the front and almost covers her eyes, but tied into a short ponytail in the back. She wears front dark-red front armor reminisce of scales, with eight lines reminiscence of a hydra's extending from the bottom to the top, over a gray piece of fabric that covers the front of her chest. Two black straps, on the top and bottom of the armor, go around to her back to cover it in the same way. This does leave her sides exposed to include the side of her boobs. Bandages haphazardly cover her right hand, left forearm, and left bicep. A reunion armband is wrapped around her left shoulder.

She wears a maroon belt that soles the sole purpose of holding a canteen. Then she wears a baggy pair of pants with kneepads that have a scale-like texture to them. There's also two pouches on the left thigh of the pants. They feed into her black with yellow trimming, front-zippers combat boots.
Avengers
Image
An unidentified combatant who attacks using unconventional methods. Equipped with a special weapon, they are known to change their attack patterns during combat, making them difficult to defend against.
Spoiler
Category Warrior; Level 2
Initiative 30/50; LP 119; AT Armored Longcoat, 2 AT vs Energy; Attack 90; Block 75; Weapons Katana; Damage 60
AGI: 6 DEX: 7 CON: 7 STR: 8 PER: 5 INT: 5 WP: 7 POW: 5
Abilities: 20 Athletics, 15 Climb, 35 Intimidate, 50 Notice, 35 Composure, 60 Feats of Strength, 35 Withstand Pain
Special: Oripathy, To the Limit, Weak Mystical Armor, Martial Mastery, Use of Ki, Ki Control
Ki Points: 6 (Agility), 7 (Dexterity), 7 (Constitution), 8 (Strength), 5 (Perception), 5 (Intelligence), 7 (Willpower), 5 (Power); 50 Ki Accumulation: 8
Resistance: PhR 40, DR 40, VR 40, MR 35, PsR 40

Revengence:
When the Avenger is lowered to at least half of his maximum LP, he can use Revengence to gain +40 Attack, +25 Block, and +25 Damage a single time in a turn. This requires 3 Dexterity ki points and 4 Strength ki points.

Level 1
Attack Ability (Single) +40 Prim 4, Sec 6, MK 10, Maint 3, MiS 6, GrS 11
Dex
Block Ability (single) +25, Prim 2, Sec 4, MK 5, Maint 1, MiS 2, GrS 4
Dex
Damage Augmentation (Single) +25, Prim 2, Sec 4, MK 5, Maint 1, MiS 2, GrS4
Strength
Limited Circumstance: Half of Life Points -10 MK
+10 MK for -1 Ki Cost
Dex 3, Str 4, MK 20, Maint 5
Hound
Image
A creature controlled by a Reunion recon squad. Monitoring equipment is strapped to its body. Due to their speed and evasiveness, they can easily slip through enemy defenses and cause heavy damage.
Spoiler
Category: Freelance; Level 0
Initiative 55; LP 70; AT NA; Attack 50; Dodge 50; Weapons Natural; Damage 45
AGI: 8 DEX: 6 CON: 5 STR: 6 PER: 9 INT: 3 WP: 5 POW: 5
Abilities: Stealth 40, Notice 50, Search 30, Hide 30, Track 50, Jump 20, Intimidate 20, Climb 20, Swim 20.

Re: Arknights Homebrew

Posted: Wed Oct 13, 2021 5:23 pm
by Knight
An Intro to Arknights

Some people may have never played Arknights or Anima before. This will server as a good introduction to the game and homebrew.

First off, you'll be working for the pharmaceutical company Rhodes Island. Obviously, you will be apart of the paramilitary force it posses. RI recruits anyone from anywhere, but keep in mind they are the good guys even with hires like Lappland. All you have to do is past their combat aptitude tests and you'll be ready to go.
Tips for Character Creation
You might be overwhelmed by all the choices presented in Anima. Or don't have much of a clue about Arknights. Maybe both. Regardless, one thing I recommend is starting with the character concept first. This doesn't necessarily mean class, race, and all that stuff. It is simply an idea on who your character is, as if they were just a character in a story.

Naturally, this might not narrow things down. You could look at personality and character generators to get a feel on your character. You could even look at the table I made for my mecha game. Yet, I like to have complete control over the character creation process. I might browse images from sites like safebooru until one jumps out of me as "the one". Or, I might pull inspiration from characters from other media. For instance, I could look at Spike from Cowboy Bepop and say "yeah, I wanna make a character like him!" Just remember to make your character and not a Spike-wannabe.

Now for something that might actually be helpful:
(Answer as in-depth or short as you want. Some people can write books about their character, others prefer having a good idea on them and then going with the flow.)
Think about the outer shell of your character. From a glance, how do strangers see them? How about their allies and enemies? What sort of person is your character to strangers? Do they act on guard, selfish, withdrawn or are they easygoing, loud and proud, annoying? Do kids ignore them, run from them, or view them as someone they could trust? Would thugs pick on them or would they wait for an easier target? Do they seem to be perpetually angry, excited, whatever?

Is there anything they wear that symbolizes something like merc tags, the tattered outfit of a religious order, a medal from their homeland? Do they bear any physical markings like scars, tattoos piercings or have a striking feature like a mole on their chest, permanent bags under their eyes? What is their daily wear? Is it a work uniform (ala Rhodes Island uniform)? A short dress underneath, yet boots on their feet? Something akin to a military uniform with bits of armor scattered about their body? A mask that always covers their face or a hood that's always pulled up? What weapons do they carry?

Now, the inner shell. When someone gets to know them, do they act the same or open up? Are they honorable at all times, only when they feel like it, resort to dirty tricks but never treachery, or do whatever the hell they want? What are their combat skills, combat experience? Did they train on their own, with a disorganized group like a gang, in a dojo or some facility, or with a strict military or like organization? Is there someone they look up to in their life, be it mentor, friend, or family? If not, why not? Do they hate infected, see them as targets of pity, or treat them decently? If they are infected, how'd that change their life? How'd they get infected? Why'd they join Rhodes Island? What would their token be?

Do they have any mental illnesses? Do they carry with them some sort of trauma (plenty of characters do in Arknights as wars wage on and infected are treated as second-class citizens at best and slaves at worst)? Would they tell people about it or keep it to themselves? Then, why? Some people have gotten over trauma and see it as something in the past, others might not be aware that what they speak of is a haunting experience, maybe they want someone to pity them out of loneliness. On the other side of the coin, some will refuse to talk about it because it's in the past and doesn't need to be brought up, or it's painful to speak about, or if it was so painful that they forgot about it. Do they carry any secrets with them? Are they big ones or small ones? Could the secret ruin their reputation, someone else's, an organization? Could it get themselves thrown in jail or someone else? If they told someone the secret(s), could it endanger the person's life? What would it take to extract the secret from them? Would they take the secret to their grave?

That sure is a lot to take in, but there's no need to answer all or any of those questions. You could just apply an archetype/character trope and spice it up if you want to.

Your backstory could be as simple as "I asked for a job here and passed the test. I didn't do much except be a security guard back in a decent Yen city." or you could be the last line of a royal family in Victoria who wields a blade from their recently murdered father and joined RI to escape assassins and conspiracies and know that one day you'll have to confront those people! Just keep in mind that the adventure you go on might not touch your backstory at all, really depends on your GM and how much they can see it working in the current scenario.

There might be somethings you're wondering about. How old should my character be, what race should they be, where should they come from? Races mature at different rates (and won't be something we'll ever have exact specifics on), so feel free to just define them by what age they look like. On race themselves, only a few would be drastic choices. Sarkaz have it rough and Kazdel has a unique culture, Sankta are special angel people, Dracos kinda disappeared (until chapter 9 anyway), yadda, yadda. Just pick whatever you want. Location is kind of the same thing, although you should keep the country's (if they weren't born to a band of roving mercs or somethin') culture in mind.

Now what about class? You should have a decent idea what sort of class you're choosing based on your backstory. If your backstory just says you were a catgirl training to be a baker in Victoria before getting infected and thrown into RI's care (Mousse..), then you could just choose whatever sounds cool to you since your character will go through training to be proficient with a weapon and tactics.

If you want me to categorize Anima's classes into Arknight's, then...
Caster: Wizard, Wizard Mentalist, Mentalist
Defender: Warrior, Paladin, Weapon Master
Guard: Warrior, Acrobatic Warrior, Paladin, Dark Paladin, Weaponmaster, Technician, Tao, Shadow, Assassin, Warlock, Warrior Summoner, Warrior Mentalist
Medic: Wizard (Lore of Creation), Freelancer*
Sniper: Ranger, Shadow, Assassin
Specialist: Acrobatic Warrior, Shadow, Thief, Assassin, Illusionist
Supporter: Wizard, Illusionist, Wizard Mentalist, Summoner, Mentalist
Vanguard: Warrior, Acrobatic Warrior, Technician, Warlock, Warrior Mentalist
*Technically fits within any AK class.

Now, this list doesn't really mean anything and classes aren't really an in-character thing, but on how tactics have developed in the world.
RI will supply you with any equipment that you need. All sorts of blades, shields, decent armor, bows, crossbows, whatever. If you're interested in keeping track of wages and such, 16,000 LMD a month should be a standard wage for a low ranking Operator. Medical treatment, room and board are provided by RI. If you're infected, 5000 LMD is taken out of your paycheck to cover the bill.

Now what's your mission for this intro? Very easy, guard a watchtower in Ursus. Watchtowers server as stations for Operators passing through to rest and refuel, before getting back to the action. It's kind of a boring gig since you just sit around and keep the place clean all day, but there's always this looming threat that the Ursus Empire will send troops to kick down the door and call everyone there infected before dragging you all off-- but thankfully a local lord is providing you with protection for whatever reason.

Watchtower 88, located in Neputevy, a town on the very edge of Ursus Empire territory, near Leithania, so it's an important stop for any operators coming through the area. The place used to be a cafe, but was shut down after its previous owner was taken to by an Infected Patrol Unit. It is mostly thanks to Prince Kilment that the watchtower may operate without much hassle from local authorities. A cautus by the codename Pavei oversees the watchtower, a native to the Ursus Empire.

Pavei
A white-haired cautus that stands at 152cm. Her face, large, red eyes and a permanent pout, makes her look younger than she is. She wears a RI jacket, having it opened and showing off a kevlar vest over a grey shirt. Then she wears dark-blue shorts along with black kneepads and boots. When expecting combat, she'll wear her black ballistic helmet (marked with a faded rabbit sticker) along with a respirator. Her weapon of choice is a scoped crossbow that has been modified to fire two bolts.
Spoiler
Category Ranger; Level 2
Initiative 85/65; LP 105; AT Kevlar Vest; Attack 80; Dodge 80; Weapons Pave's Crossbow; Damage 50
AGI: 7 DEX: 7 CON: 6 STR: 5 PER: 7 INT: 5 WP: 5 POW: 5
Abilities: Drive (Car) 20, Trap Lore 20, Stealth 40, Climb 30, Notice 75, Search 75, Hide 40, Track 50, Animals 20, Herbal Lore 20, Medicine 20, Machinery 10,
Special: Hunt Module, Fortunate, Quick Reflexes (1), Night Vision
Resistance: PhR 40, DR 40, VR 40, MR 35, PsR 35.

Pavei's Crossbow: Thanks to modifications, Pave's crossbow is able to accurately fire up to 90 meters. It can also shoot twice without the need for reloading.
Day 1
The group has just been dropped off next to the safehouse. They'll be instructed to head on inside and talk with the current watchman, Pavei. She welcomes the group and invites them to try out some cupcakes she bought.

The inside looks more like a military outpost than the cafe-esque exterior would suggest. The windows are tinted and reinforced, there's a number of communication devices, files, metal lockers and cabinets, and only a few tables sprawled around the place. The cafe part comes out with a glass counter cutting off the dining area and the kitchen. Obviously, there isn't much in the way of sweets anymore. There's still a coffee machine!

Then, Pavei tells the group:

"Welcome to Watchtower 88, Neputevy. There's only one rule: don't let anyone weird inside. Simple enough? Aside from that, ain't much to do. Try to keep your eyes open."
If someone's infected...
"Sorry you got dropped here. Ursus ain't the best place for any infected, so keep your head down. They discover you and you're as good as dead. Their Infected Patrol Units don't patrol much here, though. Prince Kilment will try to warn us to keep us safe."

If someone wants further info about the Infected Patrol Units:
"Them? Eh... they round up infected and kill 'em on the spot. Or they get sent to mining camps where they work 'till death. It's kinda brutal... Not a lotta people like 'em."
If someone asks about Prince Kilment...
"Well, I dunno much about this town, but from what I get his father was something of a war hero and he is, too. Locals tell me he isn't one of this stuck-up ba-- er, prick-- uh... he's not one of those bad nobles. Tends to look out for his people and all that."

If someone asks why he would help out RI:
"Well, it's a secret, but... His son's infected. We negotiate a deal to give him some meds and he gives us this spot. Pretty good deal, if ya' ask me."

If someone asks if there's other Infected in the town:
"Uh... yeah, probably. I sometimes give 'em some supplies, but it's done under the table. If the wrong people knew about it, they'd go after them before trying to burn this place down."
If someone asks why they're here...
"Well, you don't choose your assignment, rookie! And I need the extra help. My tail keeps twitching which means something's going on."
If no one has anything else to ask, Pavei will instruct them so: "Rooms are on the second floor, mine's the first one on the left. Should have enough rooms so you all get your own bedroom. Armory is in the basement, it's where we keep all the heavy armaments to resupply operators passing through. There's also some targets and dummies you can practice on if you want."

The bedrooms are rather spartan. A simple, wooden floor with red wallpaper. There's a bed in the center of the room, a desk and cabinent on one side while a few drawers lay on the other side. There's two full bathrooms that the group will have to share.

The group has gotten their freedom at this point. They could just talk to each other or to Pavei, learn about each other and what they can do. They could go outside and survey the area or get something delicious to eat.

Spots of interest are:
The Bear Then Dog, a local bar. It's ran by a one-eyed man named Ivstan who would rather drink and go on about the glory days instead of running the place, but the punks that go there like his stories and like his drinks.
Noble's Estate, where Prince Kilment resides. It's patrolled by guards and not many people are seen coming in or out except at night.
Penza District, where plenty of Infected reside. It's not too far from the drinking district, so it's not uncommon for people to get drunk and head down there to blame the infected on one thing or another. Sometimes big brawls happen, sometimes drinking parties. It's as if the town can't decide if it wants to hate them or not, but they're still alive so that's something.
Lil' Bit, a bakery ran by an Elafia mother and daughter. Their cupcakes and muffins are pretty famous in the town.
Encounter Table (Day 1)
The GM rolls a 1d100.
1-5: A small infected group approaches, most likely a family. They recognize the group as being apart of RI and beg for some medicine for their child. They can only offer 200 LMD.
6-30: Some drunks show up. They're quite rude to the group, catcalling the females and stating that they could beat up any of the males. If the PCs get aggressive with them, they'll backdown easily and say they were just joking around.
31-40: An infected patrol officer spots the group, Lt. Asmov. He will try to see if any of them are infected. Treat him as having Notice 45. If anyone doesn't hide their originium crystals, the treat it as an automatic pass. He won't say anything, just give them a good day and welcome to the city.
41+: Nothing happens.