Modern Day

Be big anime heroes and then die to a single crossbow bolt.
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Knight
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Modern Day

Post by Knight »

Updated Rules:

One cannot dodge a bullet unless they have achieved Inhumanity. Simply put, they're far too fast. Although one can attempt to raise a shield in a defensive manner, but must roll a Breakage vs. Fortitude test as bullets love destroying shields. The gun's strength applies to the breakage roll.

New Skills & Equipment:
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 60 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 15 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 20 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 150 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: 300 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 40 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 70 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: 350 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 1 GC
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: 120 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 20 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 25 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 600 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 2 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 1,000 GC
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: 70 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: 15 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 750 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 650 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 80 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 60 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 1,400 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 4 GC
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...
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Knight
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Re: Modern Day

Post by Knight »

The world is ruled by 13 Corporations. Although, they are not the same as your modern day corporation. These are ancient entities, believed to have been existed since the beginning or time. Or, perhaps, they are a recent creation in the last few hundred years crafted by their master: The Illuminati. The history of these Corporares is shrouded and believed to have been forgotten by everyone except the Illuminati themselves. What the Corporares demand is complete control of the world to spread their ideals far and wide. These ideals are conceptualized into a single concept of human life.

War, entertainment, crime, love, technology, religion, food, nature, medicine, magic, language, myth, and death.

It may seem like one or more of these Corporares rely on other to attain all meanings of that concept today. War moves would fall under War & Entertainment, crimes committed out of love combine crime and love, the many advancements of medicine depend on technology advancing. Perhaps that is the idea of the Illuminati, to show that it will be impossible for one to ever rule the world on their own-- which is fitting for the shadowy overlords.

Although, there are some who partake in this game of Orbis Dominatus that are not apart of any of the Corporares. These are referred to as "Freelancers". Some of them band together to form Freelance Offices or act as mercenaries for any of the Corporares.

How do these Corporares do battle? With the use of Contracts and Products.

A Contract is agreed upon by the individual and the Illuminati. Great power is given to an individual far exceeds that of a regular human's. In fact, many find themselves completely transformed with a full suit of alien armor and weapon of great caliber to match. Others have an arm transformed into a demon's own or simply have their eye glow a fiery red. In truth there is no single factor that Contracted forms share, just that there is something inhuman about them.

These great powers do come with a few agreements:
You cannot kill another Contracted while being in your contracted form and they are not.
You cannot use your Contracted Form in an overt public manner without permission from the Illuminati beforehand. If this cannot be achieved, both parties may agree and invoke the Dementia Ritual to make those non-Contracted forget about the entire event.
You cannot use your Contracted Form to benefit your personal life in an obvious manner.
Only Contracted and Spectators may know about Contracted Forms, Corporares, and anything else relating to Orbis Dominatus.

Some like to find loopholes in these agreements. Whether or not the Illuminati agrees with this understanding of their agreements is up to the Illuminati Agent assigned to the task. Failure to abide by these rules can see you befit with a number of punishments. Light violations of these agreements might see you fined or imprisoned for a short time. Greater violations can see you executed, stripped of your powers and mindwiped, or forced to undertake a dangerous task for the Illuminati or the offended party.

Products are something akin to monsters. They are crafted by the Corporares and released into the world to hunt down rival Employees, Products, and sometimes to spread chaos. Products are a type of controlled chaos to the Illuminati, so the above agreements for Contracted can be ignored (but few would ever break the first agreement as they would have to stay cautious 24/7). There are generic Products that any of the Corporares can use, but all of them love making those with a special touch. For instance, the Music Corporare may utilize tall, thin creatures that take on the head of various instruments that let out ear-breaking sounds or shoot out soundwaves that cut into concrete.

Spectators are those who have agreed to the secretive nature of this great game, but take no part in it. Commonly, these are lovers or friends of Contracted individuals.

Private Property refers to areas that fall under Freelancer or Corporare control, but may be greatly modified to the Contractor's interests or need of security. These are highly hidden areas that a normal person cannot stumble upon, but Contractors can easily find them if they are not purposely hidden. These areas have a high amount of combat between Contractors and Products.

Companies are akin to smaller Corporations, but may have a more generalized or specialized interests. For instance, a Company that splits off from the War Corporation may focus on crafting weapons and armors. A few Companies are actually Freelance offices that have grown to a large enough size that the Illuminati have noted them.

In order to create a character, do the following: make a level 6 PC with free access to Creation of Beings Powers, Inhumanity, and +100 MK to be used for Techniques Only. Don't worry about making any sort of "base form". Instead, you'll just be able to freely turn on and off your form. When dealing with normal folk, you should probably keep your expertise under control.

A Freelancer character would be the most fun as it offers a high degree of freedom along with being a "good guy".
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Knight
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Re: Modern Day

Post by Knight »

The Economy of the 13 Corporations differs from that of the world. The head honchos control concepts, their stocks raising as the very same concepts increase in thought and throughout the world. Therefore, they care little about the currencies that travel across the world. The United States Dollar, the Chinese Yuan, or the EU's Euro. Instead, it is the Golden Crowns, Silver Skulls, and Bronze Coins that they trade with. In Anima's terms, these replace the golden coins, silver coins, and copper coins. Employees and Freelancers are paid with these.

Through Dark Markets, in-person or online, are these coins used. Everyday items are cheaper on these Dark Markets to include homes, vehicles, and electronics. The Illuminati takes a slight cut out of every deal with an unrefusable tax. Not only that, but they also make small adjustments to the world so that these transactions are not considered suspicious by most to include the Government. Somehow gaining a house and a car? Good job winning the lottery. Got a high-end PC despite being a NEET? Perhaps a friend gave it to you or you got a really good deal for it.

Exchange Rate
1 GC = 100 SC
1 SC = CC

Freelancer/Employee Start-Up Money
Bottom-Rung - 30 GC
Middle Management - 90 GC
Upper Management - 280 GC
5-Star Employee - 1,000 GC

All Employees/Freelancers will have 1 weapon of their choice for their Contracted Form.

Transport
Low-End Car 100 GC
High-End Car 400 GC
Truck 125 GC
Van 110 GC
Motorcycle 60 GC

Electronics
Flip Phone 10 SS
Smartphone 1 GC
Latest Smartphone (Iphone X) 2 GC
Laptop 2 GC
Gaming Laptop 4 GC
Computer 3 GC
High-End Computer 6 GC
Simple TV 12 SS
Large TV 20 SS
High-End Flatscreen TV 50 SC

Housing
Small Apartment 10 GC
Studio Apartment 20 GC
House 45 GC
Mansion 400 GC
1-Star Hotel for 1 Day 5 BC
2-Star Hotel for 1 Day 1 SS
3-star Hotel for 1 Day 5 SS
4-Star Hotel for 1 Day 20 SS
5-Star Hotel for 1 Day 45 SS

Food & Drink
2L of Juice/Milk 1 BC
12-Pack of Beer 2 BC
Bottle of Win 3 BC
Good Wine 8 BC
Excellent/Rare Wine 2 SS
Cheap Groceries (One Month) 8 BC
Normal Groceries (One Month) 2 SS
Fancy Groceries (One Month) 4 SS
Fast Food 2 BC
Dining At Decent Restaurant 6 BC
Dining At Expensive Restaurant 1 SS

Armor
Synth-Kevlar Threads Level 1 5 GC
Level 2 20 GC
Level 3 50 GC
Level 4 90 GC
Kevlar Vest 10 GC
Ballistic Armor 25 GC
Ballistic Facemask 12 GC
Plastic Helmet 20 SS
Ballistic Helmet 10 GC
Padded 50 SS
Byrnie 1 GC
Full Plate 150 GC
Full Field Plate 400 GC
Full Heavy Plate 300 GC
Leather Coat 50 SS
Hardened Leather 1 GC
Studded Leather 10 GC
Scale Male 60 GC
Armored Longcoat 5 SS
Chainmail 50 GC
Breastplate 20 GC
Fur 3 GC
Partial Plate 20 GC
Light Plate 150 GC
Half Plate 50 GC
Mediaeval armor has a unique perk thanks to being crafted by "Forgers". Reduces the armor's Requirement and Natural Penalty by 5 along with reducing the penalty to Movement value by 1. Keep in mind that freely walking around with it may have penalties.
Cost Modifiers:
x2 Shirt
x3 Complete
+10 Quality x30

Cybernetics
Limb Replacers
Head 50 GC
Arm 30 GC
Leg 35 GC
Chest 50 GC
Cost Modifiers
(Arms) +1 to STR or DEX x2
(Legs) +1 to STR or AGI x2
(Chest) +1 to STR or CON x3
(Head) +1 to PER or INT x3
(Can be taken multiple times.)

All limb replacers are exact replicas of the buyer's limb. They will fool medical personnel and equipment.

Tonics
Health Tonic 1 GC
"Alternative Synergy Tea", "Reviver Fruit Smoothie". The Medicine Corpo will disguise health tonics as a variety of bottled drinks that appear to be nothing more than healthy drinks. When consumed, the tonic restores 20 LP.
Energy Tonic 5 GC
"Vitae's Real Energy Drink", "LIGHTNING BURST IN A CAN". Disguised as Energy drinks, these energy tonics will restore 1 Fatigue.
Zeon Restoring Tonic 10 GC
"Magician's Herbal Tea". A tonic that restores 40 Zeon Points upon consumption.
Cost Modifiers:
Excellent Quality (Doubles effects) x2
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Re: Modern Day

Post by Knight »

New Disadvantage:

Technology Illiterate
For some reason, you never understood these new, fangled technologies. Perhaps you're an old man who misses it back in the "good ol' days" where people used to just throw a ball around or listen to the radio. Maybe you just have really bad luck when it comes to using technology. Video games always bug out on you, you phone is always losing signal, your computer keeps freezing up no matter what you do.
Effect: Your fumble chance increases from 1-3 to 1-10. Furthermore, you always have a -30 penalty when interacting technology.
Benefit: 1
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Knight
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Posts: 171
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Re: Modern Day

Post by Knight »

Crafting Your Character:

In this sort of world, you're given a lot of freedom. I always recommend to start by thinking of a character concept.

The Great Game has a massive underworld of sorts, where monsters run free and those wielding blades commonly fight against one another in brawls that tear apart the foundation of an area. The Illuminati tries its best to keep this world a secret, but sometimes Employees come to blow with one another to take another's territory or to settle a dispute or a Product accidentally ends up stalking the unaware. Sometimes, just sometimes, battles and Products are allowed to cause chaos as an experiment. The Illuminati's powers seem infinite, but they will rarely use temporal powers to reverse an event. Instead, they cover the event up.

Yet, there are those that slip through the cracks or are given a choice by the Illuminati or a Corporation. How is this determined? Who really knows.

For some reason, you've been wrapped up in this event. You could be a soldier who managed to stop a product at great loss or a NEET who stumbled upon this world. Regardless, your combat abilities are similar in your Contracted Form. Yet, why did you agree to this contract? Was it disbelief? An idea that the world wasn't always what it seemed? Perhaps you have grown bored of your normal life and figured this would spice it up. Maybe you just thought it was all a joke and agreed with a stupid smile on your face. Maybe you have a friend or a loved one that's a Spectator and you realize they could get seriously hurt if you don't go out of your way to protect them.

It's the modern world. You're free to be from any country, hold any sort of job. It's recommended that your base form can handle everyday tasks and their job instead of being heavily combat focused. Unless they're a soldier, gangster, or fighter of some type, of course. Who you were before can still be a thing or not. The Illuminati will gladly give you a fake death or make people forget about your existence so you can focus on more important things. Legacies of Blood are the fault of the Myth Corporation that have been allowed to exist without issue in the world.

After that, you should figure out if you're a Freelancer or Employee. Think of a Freelancer like a Fixer from Project Moon's games or an adventurer. You don't have a lot of responsibilities aside from making sure you complete your jobs. As an Employee, you fall under a Corporation or Company that might make demands out of you. You just might have to do things you don't like. It's why I recommend Freelancer. It's the "Protagonist" choice. You can decide if your old life still exists or not.

Then, your Contracted Form. As previously stated, this can range from anything. You could be covered in chitin with your blade being a large talon. Or you could carry a golden blade with wings on your back. Alternatively, you just have some spooky eyes and that's about it. These differences are so other Contracted can easily identify who is "in" like a military uniform in war. You've got plenty of freedom when creating your Contracted Form, but it's important not to get too crazy especially if your fellow PCs aren't vibing with being horrendous monsters or abilities that could make them feel useless.

I prefer more animu characters, so this table you can roll on (I recommend 3 times) can help you generate your character's personality: viewtopic.php?p=92#p92

As a player, you should expect to fight other Contracted (who are weaker, as strong, or stronger than you), Products, and perhaps Anomalies (unofficial Products or byproducts that need to be handled/exterminated).

The idea of creating two PC sheets is a pain in the ass, really. Keeping track of it would also be too much. Instead, it'd probably be best to keep the 1 PC at level 6.
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Knight
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Re: Modern Day

Post by Knight »

Tessi
Image
Normal Form
Level: 2 | Category: Natural
LP: 120 | Class: Freelancer
Str: 5 Dex: 9 Agi: 9 Con: 8 Int: 4 Pow: 4 WP: 8 Per: 8
Pre 35, PhR 45, MR 30, PsR 45, VR 45, DR 45

Initiative: 60 Unarmed
Attack Ability: 70
Defense Ability: 70 Dodge
Damage: 10 (Fists)
AT: 0

Abilities: Add One Point to a Characteristic (Strength), Acute Sense (Hearing), Untiring
Modules: Projectile Weapons, Akido

Size: 11 | Appearance: 7 | Regeneration: 2 | Movement Value: 9 | Fatigue: 11

Secondary Abilities: Climb 40, Jump 20, Swim 20, Etiquette 35, Streetwise 10, Drive (Car) 55, Computers 25, Notice 70, Track 20, Art 35, Sleight of Hand 20
Contracted Form
Level: 6 | Category: Natural
LP: 120 | Class: Freelancer
Str: 5 Dex: 9 Agi: 9 Con: 8 Int: 4 Pow: 4 WP: 8 Per: 8
Pre 35, PhR 45, MR 30, PsR 45, VR 45, DR 45

Initiative: 60 Unarmed
Attack Ability: 70
Defense Ability: 70 Dodge
Damage: 10 (Fists)
AT: 0

Abilities: Add One Point to a Characteristic (Strength), Acute Sense (Hearing), Untiring
Modules: Projectile Weapons, Akido

Size: 11 | Appearance: 7 | Regeneration: 2 | Movement Value: 9 | Fatigue: 11

Secondary Abilities:
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