Post by Sadbot on Dec 4, 2019 19:22:43 GMT
THROES
Throes (Also referred to as Skulls, Creds, Dollars, etc) is the currency which CORPSE and subsequent other organizations use. Though many may refer to them as a single type of currency, Throes actually change their currency type depending on which Country’s currency is currently the most valuable in the world. This is thanks to several different highly advanced programs which track and monitor the production and value of all CORPSE funding countries.
EQUIPMENT SLOTS
The amount of items you may bring into a battle is limited by your Equipment Slots. There are four main Equipment slots:
Armor
Weapon 1
Weapon 2
Accessory
Magical Item
You may purchase more items than you have slots, but may only use slotted items for battles.
MELEE WEAPONRY
Melee weaponry is based around close quarters combat, and can be anything from Brass knuckles to a fully fledged sword.
Name | Damage | Damage Bonus | Piercing | Effective Range | Cost |
Special Effects
Fists | 1d10 | Half Strength Mod | Half Strength Mod | Close | 0 TH |
Special Effects: Increase your number of Attacks by 1 Tier.
Brass Knuckles | 1d10 | Strength Mod | Strength Mod | Close | 250 TH |
Special Effects: Increase your number of Attacks by 1 Tier.
Dagger | 2d10 | Half Strength Mod + 3 | Half Strength Mod + 4 | Close - Short | 250 TH |
Special Effects: Throwable - You may throw this knife from Range 1, using Warfare Melee and all the Knife’s statistics. Takes one round before this can be used again.
Sword | 2d10 | Half Strength Mod + 6 | Half Strength Mod + 4 | Close | 500 TH |
Special Effects: N/A
Axe | 2d10 | Half Strength Mod + 4 | Half Strength Mod + 6 | Close | 500 TH |
Special Effects: N/A
Club | 2d10 | Half Strength Mod + 5 | Half Strength Mod +5 | Close | 500 TH |
Special Effects: Clumsy - Reduce the amount of times you may attack with this weapon by 1.
Spear | 2d10 | Half Strength Mod + 4 | Half Strength Mod + 6 | Short | 500 TH |
Special Effects: Polearm - The Spear is only usable at short range.
MELEE WEAPON MODS
These are special attachments/changes to your melee weaponry to grant certain bonuses and abilities. You may have 2 Mods on one weapon, each will give you a +5 to your Attack rolls when using the weapon.
Weighted Pommel | You may ignore 2 armor with each attack | 100 Throes
Serration | Deal an additional 1d4 damage when attacking if the enemy is not wearing a Stab Proof Vest or Ceramic Plating | 100 Throes
Heavy Materials | If you manage to deal 7 or more damage to an enemy with one attack, they lose one Movement action for their turn | 100 Throes
Firearm Attachment | Allows you to make a Warfare Ranged Attack with the same Statistics as a Pistol. You may use this 3 times | 100 Throes
Magic Seal | When you successfully attack with this weapon, you may choose to Seal one of the enemy’s spells. The Spell must be level 3 or lower. You may not seal the same spell two times in a row. Lasts for 2 turns or until a new spell seal is attempted| 150 Throes
Enhanced Grip | Allow you to throw every weapon as if you were throwing a dagger. Use the weapon’s stats when throwing. Daggers with this Mod may increase the range of the attack to Medium range | 100 Throes
Soul Battery | You may store 2 surge points in your weapon for free. As a movement action, you can draw these points for use. If the Point type in the weapon does not match your current point pool, you must either change the point pool type or lose the points in the weapon | 100 Throes
Multi-Tool | You may add an additional Accessory use. This takes up both Mod slots and gives a -10 to using this weapon | 150 Throes
RANGED WEAPONRY
Ranged weaponry is made up of various types of gunpowder based firearms. There are some rules with regards to Ranged Weaponry which do not apply to Melee Weaponry.
Rate of Fire (ROF): Rate of Fire allows guns to attack multiple times in a fight. When shooting, roll a number of shots equal to your gun’s ROF.
Jamming: When you roll a 100 shooting a gun, your gun becomes jammed. It must be cleared with a Half Action before continuing to shoot. Assume all attacks you dealt that turn occured before the jamming.
Effective Range: Unlike Melee weaponry, you may shoot at a target who is not within your optimal range. If you choose to do so, take a +20 Penalty to the shot. Range is the number of spaces BETWEEN you and the enemy.
Name | Damage | Damage Bonus | Piercing | Effective Range | ROF | Cost |
Special Effects
Pistol | 2d10 | +7 | 7 Pierce | 1 - 2 | 2 ROF | 500 TH |
Special Effects: Close Call - You may use the Pistol when engaged in Melee combat, but you may not initiate melee combat with it.
Carbine | 3d10 | +6 | 10 Pierce | 1 - 3 | 2 ROF | 500 TH |
Special Effects: N/A
Rifle | 3d10 | +5 | 8 Pierce | 3 | 3 ROF | 750 TH |
Special Effects: N/A
Shotgun | 4d10 | +8 | 6 Pierce | 1 -2 | 2 ROF | 750 TH |
Special Effects: Buckshot - When not within effective range, Pierce becomes 4.
Sniper Rifle | 4d10 | +6 | 6 Pierce | 1 ROF | 4 | 750 TH |
Special Effects: Headshot - On a natural roll of 10, half the armor of an enemy before applying Pierce.
Machine Gun | 2d10 | +4 | 4 Pierce | 3 | 5 ROF | 750 TH |
Special Effects: N/A
ARMOR
Armor is used to help reduce incoming damage from different attacks. It is wise to grab at least a weak set of armor before initiating combat.
Pierce - Pierce is damage which ignores armor. When calculating, check to see if the damage roll surpasses your armor. If it does, take the damage that managed to hit and add damage from Pierce. EX. An armor of 10 gets hit with 15 Damage and 4 Pierce. 5 Damage manages to surpass the armor, 4 armor is ignored due to Pierce, bringing the total damage to 9.
Accuracy Penalty: Heavier forms of armor make it more difficult to attack with certain weapons. When rolling to attack, add the Accuracy Penalty number to the roll.
Movement Action Limit: Armor may encumber the user to a great degree. The Movement Action Limit sets a hard cap for the amount of Movement Actions you can take in a turn.
Name | Armor Bonus | Accuracy Penalty | Movement Action Limit | Cost |
Special
Heavy cloth | 15 | +0 | 6 MA | 250 TH |
Special: N/A
Padding | 17 | +5 | 5 MA | 250 TH |
Special: N/A
Stab Proof Vest | 20 | +10 | 4 MA | 400 TH |
Special: Reduce 1 extra damage from each Warfare Melee attack.
Bullet Proof Vest | 20 | +10 | 4 MA | 400 TH |
Special: Reduce 1 extra damage from each Warfare Ranged attack.
Ceramic Plating | 25 | +20 | 3 MA | 750 TH |
Special: N/A
ACCESSORIES
Accessories are support items designed to assist in a multitude of different ways. Each has a unique set of effects which provide a boost to the user or their allies.
Name | Effect | Target | Turns | Cost |
Painkillers | +3 HP | Anyone | 3 Turns | 100 Throes |
Adrenaline | Ignore 3 damage per turn | Anyone | 3 Turns | 100 Throes |
Steel Caltrops | Choose one specific Range. Anyone who enters that Range will take 1d4+4 damage ignoring Armor. Lasts until someone steps into range. | Special | Special | 100 Throes |
Armor Piercing Bullets | May be used on one Warfare Ranged Attack. Reduce the target’s Armor by half the Weapon’s Pierce for the remainder of the fight. Attack must hit. | Enemy | Until Battle has Ended | 100 Throes |
Puncture Spike | Make one Warfare Melee attack. If successful, deal 1d6+1 Damage to the enemy’s Armor | Enemy | Until Battle has Ended | 100 Throes |
Calcifiers | Add 1d10+1 extra damage when using Brass Knuckles or Fists | Self | 4 Turns | 100 Throes |
MAGIC ARTIFACTS
While all Revenants have the potential to use Spectre Magic, some are far more adept at it. To assist in bridging the gap, CORPSE began to enlist the aid of powerful Spectre Mages and discovered a method in which to imbue Spectre magic into an item to be used for later. CORPSE had originally released this knowledge to their Revenants, but eventually restricted the practice after the process was released to unsavory organizations.
CREATING A MAGIC ARTIFACTS
A magic item may be any type of properly inscribed artifact, from a pencil to a sword. The process requires a large investment of Throes for materials with more powerful items requiring more resources. There are three main steps to creation:
DETERMINE LEVEL
Level 1 - (Will Power -5) - 1000 Throes
Level 2 - (Will Power -5) - 1500 Throes
Level 3 - (Will Power -10) - 2000 Throes
Level 4 - (Will Power -10) - 2500 Throes
Level 5 - (Will Power -15) - 3000 Throes
ADD SPELLS
Add spells to the Magic Item as if you were adding them to your own character.
FINISH PROCESS
After a few blood sacrifices and blessings of the Old Ones, finish the process. Note that unlike players, you cannot change spells on a Magic item.
USING MAGIC ITEMS
When using a magic item, you use your own will power as if you were casting the spell. Add the Item’s general will power to your own for manifesting spells, making sure to give yourself the Willpower Bonus listed next to the spell. Each spell on a magic artifact has 2 uses, after which the spell may no longer be used for the remainder of the battle.
Throes (Also referred to as Skulls, Creds, Dollars, etc) is the currency which CORPSE and subsequent other organizations use. Though many may refer to them as a single type of currency, Throes actually change their currency type depending on which Country’s currency is currently the most valuable in the world. This is thanks to several different highly advanced programs which track and monitor the production and value of all CORPSE funding countries.
EQUIPMENT SLOTS
The amount of items you may bring into a battle is limited by your Equipment Slots. There are four main Equipment slots:
Armor
Weapon 1
Weapon 2
Accessory
Magical Item
You may purchase more items than you have slots, but may only use slotted items for battles.
MELEE WEAPONRY
Melee weaponry is based around close quarters combat, and can be anything from Brass knuckles to a fully fledged sword.
Name | Damage | Damage Bonus | Piercing | Effective Range | Cost |
Special Effects
Fists | 1d10 | Half Strength Mod | Half Strength Mod | Close | 0 TH |
Special Effects: Increase your number of Attacks by 1 Tier.
Brass Knuckles | 1d10 | Strength Mod | Strength Mod | Close | 250 TH |
Special Effects: Increase your number of Attacks by 1 Tier.
Dagger | 2d10 | Half Strength Mod + 3 | Half Strength Mod + 4 | Close - Short | 250 TH |
Special Effects: Throwable - You may throw this knife from Range 1, using Warfare Melee and all the Knife’s statistics. Takes one round before this can be used again.
Sword | 2d10 | Half Strength Mod + 6 | Half Strength Mod + 4 | Close | 500 TH |
Special Effects: N/A
Axe | 2d10 | Half Strength Mod + 4 | Half Strength Mod + 6 | Close | 500 TH |
Special Effects: N/A
Club | 2d10 | Half Strength Mod + 5 | Half Strength Mod +5 | Close | 500 TH |
Special Effects: Clumsy - Reduce the amount of times you may attack with this weapon by 1.
Spear | 2d10 | Half Strength Mod + 4 | Half Strength Mod + 6 | Short | 500 TH |
Special Effects: Polearm - The Spear is only usable at short range.
MELEE WEAPON MODS
These are special attachments/changes to your melee weaponry to grant certain bonuses and abilities. You may have 2 Mods on one weapon, each will give you a +5 to your Attack rolls when using the weapon.
Weighted Pommel | You may ignore 2 armor with each attack | 100 Throes
Serration | Deal an additional 1d4 damage when attacking if the enemy is not wearing a Stab Proof Vest or Ceramic Plating | 100 Throes
Heavy Materials | If you manage to deal 7 or more damage to an enemy with one attack, they lose one Movement action for their turn | 100 Throes
Firearm Attachment | Allows you to make a Warfare Ranged Attack with the same Statistics as a Pistol. You may use this 3 times | 100 Throes
Magic Seal | When you successfully attack with this weapon, you may choose to Seal one of the enemy’s spells. The Spell must be level 3 or lower. You may not seal the same spell two times in a row. Lasts for 2 turns or until a new spell seal is attempted| 150 Throes
Enhanced Grip | Allow you to throw every weapon as if you were throwing a dagger. Use the weapon’s stats when throwing. Daggers with this Mod may increase the range of the attack to Medium range | 100 Throes
Soul Battery | You may store 2 surge points in your weapon for free. As a movement action, you can draw these points for use. If the Point type in the weapon does not match your current point pool, you must either change the point pool type or lose the points in the weapon | 100 Throes
Multi-Tool | You may add an additional Accessory use. This takes up both Mod slots and gives a -10 to using this weapon | 150 Throes
RANGED WEAPONRY
Ranged weaponry is made up of various types of gunpowder based firearms. There are some rules with regards to Ranged Weaponry which do not apply to Melee Weaponry.
Rate of Fire (ROF): Rate of Fire allows guns to attack multiple times in a fight. When shooting, roll a number of shots equal to your gun’s ROF.
Jamming: When you roll a 100 shooting a gun, your gun becomes jammed. It must be cleared with a Half Action before continuing to shoot. Assume all attacks you dealt that turn occured before the jamming.
Effective Range: Unlike Melee weaponry, you may shoot at a target who is not within your optimal range. If you choose to do so, take a +20 Penalty to the shot. Range is the number of spaces BETWEEN you and the enemy.
Name | Damage | Damage Bonus | Piercing | Effective Range | ROF | Cost |
Special Effects
Pistol | 2d10 | +7 | 7 Pierce | 1 - 2 | 2 ROF | 500 TH |
Special Effects: Close Call - You may use the Pistol when engaged in Melee combat, but you may not initiate melee combat with it.
Carbine | 3d10 | +6 | 10 Pierce | 1 - 3 | 2 ROF | 500 TH |
Special Effects: N/A
Rifle | 3d10 | +5 | 8 Pierce | 3 | 3 ROF | 750 TH |
Special Effects: N/A
Shotgun | 4d10 | +8 | 6 Pierce | 1 -2 | 2 ROF | 750 TH |
Special Effects: Buckshot - When not within effective range, Pierce becomes 4.
Sniper Rifle | 4d10 | +6 | 6 Pierce | 1 ROF | 4 | 750 TH |
Special Effects: Headshot - On a natural roll of 10, half the armor of an enemy before applying Pierce.
Machine Gun | 2d10 | +4 | 4 Pierce | 3 | 5 ROF | 750 TH |
Special Effects: N/A
ARMOR
Armor is used to help reduce incoming damage from different attacks. It is wise to grab at least a weak set of armor before initiating combat.
Pierce - Pierce is damage which ignores armor. When calculating, check to see if the damage roll surpasses your armor. If it does, take the damage that managed to hit and add damage from Pierce. EX. An armor of 10 gets hit with 15 Damage and 4 Pierce. 5 Damage manages to surpass the armor, 4 armor is ignored due to Pierce, bringing the total damage to 9.
Accuracy Penalty: Heavier forms of armor make it more difficult to attack with certain weapons. When rolling to attack, add the Accuracy Penalty number to the roll.
Movement Action Limit: Armor may encumber the user to a great degree. The Movement Action Limit sets a hard cap for the amount of Movement Actions you can take in a turn.
Name | Armor Bonus | Accuracy Penalty | Movement Action Limit | Cost |
Special
Heavy cloth | 15 | +0 | 6 MA | 250 TH |
Special: N/A
Padding | 17 | +5 | 5 MA | 250 TH |
Special: N/A
Stab Proof Vest | 20 | +10 | 4 MA | 400 TH |
Special: Reduce 1 extra damage from each Warfare Melee attack.
Bullet Proof Vest | 20 | +10 | 4 MA | 400 TH |
Special: Reduce 1 extra damage from each Warfare Ranged attack.
Ceramic Plating | 25 | +20 | 3 MA | 750 TH |
Special: N/A
ACCESSORIES
Accessories are support items designed to assist in a multitude of different ways. Each has a unique set of effects which provide a boost to the user or their allies.
Name | Effect | Target | Turns | Cost |
Painkillers | +3 HP | Anyone | 3 Turns | 100 Throes |
Adrenaline | Ignore 3 damage per turn | Anyone | 3 Turns | 100 Throes |
Steel Caltrops | Choose one specific Range. Anyone who enters that Range will take 1d4+4 damage ignoring Armor. Lasts until someone steps into range. | Special | Special | 100 Throes |
Armor Piercing Bullets | May be used on one Warfare Ranged Attack. Reduce the target’s Armor by half the Weapon’s Pierce for the remainder of the fight. Attack must hit. | Enemy | Until Battle has Ended | 100 Throes |
Puncture Spike | Make one Warfare Melee attack. If successful, deal 1d6+1 Damage to the enemy’s Armor | Enemy | Until Battle has Ended | 100 Throes |
Calcifiers | Add 1d10+1 extra damage when using Brass Knuckles or Fists | Self | 4 Turns | 100 Throes |
MAGIC ARTIFACTS
While all Revenants have the potential to use Spectre Magic, some are far more adept at it. To assist in bridging the gap, CORPSE began to enlist the aid of powerful Spectre Mages and discovered a method in which to imbue Spectre magic into an item to be used for later. CORPSE had originally released this knowledge to their Revenants, but eventually restricted the practice after the process was released to unsavory organizations.
CREATING A MAGIC ARTIFACTS
A magic item may be any type of properly inscribed artifact, from a pencil to a sword. The process requires a large investment of Throes for materials with more powerful items requiring more resources. There are three main steps to creation:
DETERMINE LEVEL
Level 1 - (Will Power -5) - 1000 Throes
Level 2 - (Will Power -5) - 1500 Throes
Level 3 - (Will Power -10) - 2000 Throes
Level 4 - (Will Power -10) - 2500 Throes
Level 5 - (Will Power -15) - 3000 Throes
ADD SPELLS
Add spells to the Magic Item as if you were adding them to your own character.
FINISH PROCESS
After a few blood sacrifices and blessings of the Old Ones, finish the process. Note that unlike players, you cannot change spells on a Magic item.
USING MAGIC ITEMS
When using a magic item, you use your own will power as if you were casting the spell. Add the Item’s general will power to your own for manifesting spells, making sure to give yourself the Willpower Bonus listed next to the spell. Each spell on a magic artifact has 2 uses, after which the spell may no longer be used for the remainder of the battle.