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Sickly
11-05-2011, 02:14 PM
Full Bloods have more abilities than Half-Bloods.
Full Bloods= Pyrokinesis, Rememberance, shape shifting.

Advantages
1. Immune system is accelerated causing wounds to heal 75% faster.
2. Death comes from seperation of the head from the body, sunlight, see GM if you have specific methods.
3. Resistance to projectile fire and some explosions.
4. Heightened senses for seeing weak points
5. Recovers 50% of stamina from drinking the blood of others
6. Flight & Wall Climbing is possible
7. All stat areas are increased by 2 points.

Disadvantages
1. An accelerated immune system puts strain on other bodily functions. Meaning time is required for recovery.
2. Skin burns instantly from sunlight, If decapitated the head must be completely removed far from the body or it can regenerate. Time is required to heal from explosions or recovery will be very slow.
3. Taking damage slows the recovery process. Enough constant and unrelenting damage will render you unconcious but not dead.
4. Heightened senses only increases smell, hearing, touch, sight, and taste. You can't see through walls.
5. Revenge increase by 2 the longer you hunger and go without drinking blood. (every 2 posts)
6. Abnormal abilities/movements increase the hunger process everytime you use them by 2.
(To be a full breed you must be born a Lycan. Half breeds are created through bites or scratches.)
Full Breed= Shifts from wolf or werewolve at will.
Half-Breed= Only shift during the night.
Both= All stats increase by 2 during full moon.

Advantages:
1. Senses are heightened 85% far about the average human or vampire.
2. All stats increase by 4 including revenge.
3. Wounds heal within 1 posts time after recieving the injury.
4. Resistance against small arms fire.
5. Can use weaponry in shifted form.

Disadvantages:
1. Only transform into full Lycan (Werewolf) form once during a mission. You may shift into a wolf form 2 times during a mission.
2. Revenge increases by 2 the longer you remain in shifted state.
3. Weaken against explosions or fire.
4. Weak against silver weaponry.
Advantages:
1. Two forms: Wolf & Hybrid
Wolf form: is extremely fast able to run up walls, ceilings, and run on water.
Hybrid form: +10 Str., Stam., Intel., Sp., Ste., Inter., +2 Rev.
2. Withstands Light
3. Instant Regeneration: Allows a Hybrid to instantly recover once the wound is inflicted. The body can take massive amounts of punishment constantly recovering under the pressure, but the longer the punishment the weaker the Hybrid becomes. +2 each post it takes damage.
4. Resistance against small arms fire.
5. May transform in daylight or at night.
6. Flight & Wall Climbing is possible
7. Rememberance: Ability to take the memories of anyone you feed on and also see what they see if kept alive.
8. Pyrokinesis: Allows you to hyper heat the air triggering instance explosive combustions the strength of C4. (1 every 3 posts.)

Disadvantages:
1. Weak against Silver, Fire, and any act that may cause a overpowering of the senses such as flash grenades, sound grenades, etc.
2. Revenge increases by 2 the longer you remain in Hybrid state.
3. Extreme blood thirst and hunger. Must feed somewhere within every 4 posts or revenge increases by 4.
Telepathy- Gives the user the ability to read the minds of others. This increases your chances of countering attacks 60%. The best advantage this skill provides is allowing you to easily search the minds of others for security codes, passwords, and other important intel. You can even send mental messages to others. Increases Revenge by 3 per use.

Telekinesis- Provides the power of moving objects with one's mind. This skill exerts a tremendous amount of pressure on one's body causing them to slowly blood the longer they use it. Nothing is out of bounds with this power allowing you to life anything from cars to even bringing buildings crashing down. The the bigger/heavier the object the more blood lose you will exert. (Stamina decreases by 1 with every use.)

Psi Warp- Allows the user to generate a barrier blocking anything from small arms fire to high impact explosives. This barrier is one of the most hardest skills to utilize quickly drainning the stamina of the user. (Stamina decreases by 2 for each post utilized.)

Psychosis- This odd ability allows you to tap into the deepest confines of your enemies mind causing them to halucinate, mental break down, and even kill themselves. This provides a great tool when wanting to cause a distraction or place others under your control momenarily. But this ability is only effective against those of weak mind. Anyone NPC under INT 10 & any player under INT 9 can be controled. 2 revenge points each time this is used. Range is only 100 meters. Control lasts for 2 posts, but can be broken through creative methods. How far can you go with this control? Once in control of a target's mind you can fully bend them to your will forcing them to do anything, but in the event their life is threatened you cannot state their death, but you can placed them in such a situation. Ex. Force someone to shoot themselves. You can only state them aimming then firing. You cannot state the outcome.

Menosis Frame- Only held by the strongest of telepaths. This ability gives the user the strength to release an outer blast of telekineic energy spreading outward with the user at the center. This is most effective against multiple enemies at once allowing you to destroy everything around you with a devastating outward blast with a radius of 200 meter breaking glass, knocking back heavy objects like trees, scrammbling electronics like a EMP, and if close enough you can even focus the energy released into a single point forcing the pressure to deal guided damage to anything in it's path. For example, caving a man's skull in from the pressure without even touching him. (Only 200 meter radius, 3 revenge points pure blast, 2 blasts per mission, takes 1 post to rest for another blast.)
(This refers to one's motification of their body with the help of technology.)

Nero-Interface: Allows the user of the A.I to experience the sight, touch, taste, and smell of the A.I and vice versa. This can be useful in predicting situations and staying in sync with your A.I dummy even during seperation.

Cyber-Calm: Gives the A.I and user the ability to link each others brain & cyber brain activity allowing them to read each others thoughts and speak without speaking verbally. It also makes a good way to communicate and hatch out plans.

Nanotechnology(Body Modification)= With the advance of techonology increasing at such a rate it was only a matter of time until someone invented nanobots. These microscopic robots were created by "Weasel" to "upgrade" the users physical powers. The nanobots attach to the nervous system and muscle cells of the user and release small waves of electricity. Since the body is controlled by the use of electrical currents sent from the brain these nanobots make the reflexes almost super human.
Advantages
*Adds +2 to Inertia, Speed, and Strength
*Makes the user have incredible reflexes
*Allows the user to heal at a rapid rate (2 posts completely healed).
*Nanobots calculate conditions and increases accuracy
*Has the ability to remove harmful elements or toxins from the users body.
Disadvantages
*Nanobots only last a limited time before running their course out of the user's body. (2 missions.)
*The nanobots have to be maintained every week
*Each strong use of the nanobots add +2 to Revenge because of strain on the users mind
*The users mind will become controlled by the nanobots unless checked properly
*A strong electrical current will disable the nanobots and cause the user to "Black Out" until the nanobots recover. (Lasts for 1 post)
$80,000 per treatment Intelligence 7

Strength:
1-4: Average Ability
5-7: Lift large weapons such as a Bazooka.
8-10: Crack a skull with your bare hands.
11-12: Smash a cement block
13-15: Use almost all heavy weighted weaponry.
16-18: Abled to absorb the reqoil of any weapon.
19-21: Run quickly no matter how heavy a weapon's weight
22-24: Dent a car with a single punch
25-27: Punch throw a concrete wall.
28-30: Dent many types of metal
31-33: Punch through many types of metal including titanium
34-36: Lift a small helicoptor
37-39: Raise a large tank
40-42: Stop a oncoming vehicle with your bare hands.

Intelligence:
1-4: Average Ability
5-7: Pilot a helicoptor/ tank/ jet/ or other assault vehicles.
8-10: Disarm complicated I.E.D's Inprovised Explosive Devices
11-12: Use high-tec weaponry such as a Mechs.
13-15: Use some high-tec weaponry/accessories
16-18: Develop your own type of tricked out vehicle
19-21: By pass minor security systems by hacking
22-24: Foresee almost 55% of on coming attacks
25-27: Read other peoples lips.
28-30: Allows you to pilot any air to surface vehicle.
31-33: Decode/translate enemy languages & documents.
34-36: Hack any type of Mech or weaponry in shops for your usage.
37-39: Locates the weakness of any target.
40-42: Expert hacker, explosive disarmer, 80% of attacks can be foreseen.

Accuracy:
1-4: Average Ability
5-7: Decent small arms shooter
8-10: Akimbo comes easy (Duel Small Arms)
11-12: 45% of attacks hit their mark
13-15: Rifles and Automatic weapons come easy
16-18: Switch to engage multiple targets with ease
19-21: Sniper efficient; You utilize wind direction, distance, and location
22-24: Curving and bouncing bullets off surfaces to hit targets
25-27: 55% of attacks hit their mark
28-30: Great chance of knocking down enemies with landed attacks
31-33: 65% of attacks create vital damage
34-36: +2 points to adrenaline for each multiple kill
37-39: Kill multiple enemies with single attacks
40-42: 90% High knockdown, Vital Hit, and lightening fast multiple kills

Speed:
1-4: Average Ability
5-7: Slightly dodge edge weapons
8-10: Leap great distances
11-12: Dodge some small arms fire
13-15: Jump wide gaps of commercial buildings
16-18: Completely dodge small arms fire
19-21: Slightly avoid on coming rockets/missiles
22-24: Rolling/Flipping/Mid air agility are improved
25-27: Counter 50% of all physical attacks
28-30: Allows you to run up the surface of walls
31-33: Walk on some liquid surface.
34-36: Counter 60% of all projectile fire
37-39: Trigger a slow motion reaction to slow down enemies or objects around you for only a few seconds. 100 meter radius.
40-42: Dodge 85% of all projectile & physical attacks.

Stamina:
1-4: Average Ability
5-7: Take a round to the chest.
8-10: Withstand some minor fire damage without stopping. 2nd Degree.
11-12: Live after falling from the top of a residential building.
13-15: Withstand a small vital wound
16-18: Recover 50% as time passes with aid ex. Medical Supplies (2-3 posts)
19-21: Survive losing a small amount of blood
22-24: Recover 75% as time passes with aid ex. Injection (1-2 posts)
25-27: Minor wounds stop bleeding instantly
28-30: Overcomes some major explosive impacts
31-33: Major wounds stop bleeding with aid ex. Bandages (2 posts)
34-36: Recover 89% as time passes with aid ex. Rest (1 post)
37-39: Developes instant immunity to poisons and gases.
40-42: Immune to Stamina depletion from abilities.

Adrenaline:
(This represents your fighting performance during combat. The greater your performance the higher your adrenaline will increase allowing you to out perform your enemy in battle. GMs will award 1-5 points based on the execution of attacks and kills. After reaching multiples of 5 each stat area increases by 2 points each. But once a battle is concluded your adrenaline desends back to 0.)

Specialty:
Types- Fighting, Evasion, Spying
1-4: Average Skill
5-7: Temporarily +2 point boost to all Evasion Specialty types for a single corrilating area Ex: Parkour +2 towards Speed and Stamina (2 posts)
8-10: New Specialty Acquired
11-12: Temporarily +2 point boost to all Spying Specialty types for a single corrilating area Ex: Infiltration +2 towards Stealth and Intelligence (2 posts)
13-15: New Specialty Acquired
16-18: Temporarily +2 point boost to all Fighting Specialty types for a single corrilating area Ex: Kung Fu +2 towards Strength and Speed (2 posts)
19-21: Temporarily mimic enemy specialty (2 posts)
22-24: New Specialty Acquired
25-27: Obtain 1 enemy specialty through extended combat (3 Fights)
28-30: Permanent +5 point boost for all specialty types for two corrilating areas Ex: Marksmenship +5 towards Accuracy and Strength
31-33: Permanent +1 point per Evasion Specialty to Stealth or Speed or Stamina
34-36: Permanent +1 point per Spy Specialty to Intelligence or Stealth
37-39: Permanent +1 point per Fighting Specialty to Strength or Speed or Accuracy or Stamina
40-42: Final Specialty Acquired

Revenge:(Revenge increases by 2 If you kill an assassin or if you use/have special abilities. You cannot add points here.)
1-4: all stats permanently lowered by 1
5-6: Stamina is permanently lowered by 2.
7-9: Speed is permanently lowered by 2.
10-11: Strength is Permanently lowered by 2.
12-15: Stealth is permanently lowered by 2.
16-17: Accuracy is permanently lowered by 2.
18-19: Intelligence is permanently lowered by 2.
20-24: You go into an berzerker's rage NPC'ed by a GM at this point.
25-30: Regained your senses. All stats are raised by 10 points for 3 posts. After 3 posts revenge will revert back to 0.

Stealth:
1-4: Average Ability
5-7: Easily blends into enviornments
8-10: Movements are barely heard, but can be seen if exposed.
11-12: 55% increase of silent killing of an enemy without alerting another.
13-15: No physical movements can be heard, but can be seen if exposed.
16-18: Easily infiltrate enemy ranks unnoticed with the help of disguises.
19-21: 60% of all physical movements go unheard even in water.
22-24: 75% increase of silent killing without alert the target or additional enemies.
25-27: Enemies are easily distracted and can be tricked.
28-30: Complete silence that may lead to an instant kill.


Name: (Your name or alias?)
Age: (How old are you?)
Gender: (Male or Female?)
Character Class: (Human, Cyborg, Vampire, Lycan, Telekinetic? Species are limited and must be approved by Head GM.)
Appearance: (What do you look like? Image not required but a decent description is.)
Personality: (What are your likes and dislikes?)
Specialty: (Create your very own or see some examples from the Specialty section. All players begin with one specialty.)
Affiliation: (What crime syndicate, government, or other organization are you affiliated with if any? Not required.)
Background: (What's your assassin's story? Family? Friends? How/why did you become a killer? Place here anything you think will help describe your character.)

(Each new assasin starts with 30 points to place in an empty field while vets will recieve 40 points. Each field must have a minimum of 1 point in each. No points will be placed inside the Adrenaline field, which will be determined by the GM.)

Strength: Amount of damage assasin can inflect.
Intelligence: Capability to foresee an attack.
Accuracy: Success rate of landing attacks.
Speed: Ability to deliver a quick kill or dodge an attack.
Stamina: Amount of damage taken before death.
Specialty: Usefulness of your special skills and how many can be used.
Adrenaline: Performance during combat to out do your enemy.
Stealth: Your ability to remain hidden and never discovered.
Revenge: Your taste for blood.(do not add points here)

Account Balance: $50,000
(Weapons may be purchased in the Black Market.)
Weapons Of Choice: (This is your currently equiped weapons, accessories, items, misc.)
Inventory: (This is your stock pile of weapons, accessories, items, and misc where you will store/hide anywhere you choose. You will go back and forth to reload, swap, and reequip your preferred Weapons Of Choice from time to time here. It is possible for your inventory to be stolen so keep it's location secret.)

Be aware of the weight/size ratio of the weapons you carry on your person. Too many may slow you down or too big will make you an easy target to spot.

Sickly
11-05-2011, 02:15 PM
*Detail is key in any mission. You should keep a good amount of detail in your posts to between explain your actions. This helps the GM and other players understand what is clearly going on and decrease the chance of misinterpretation. Detail also helps you figure out tricky situations better and, depending on how good you are, get the drop on enemies first.

*Always keep a good range of weapons and ammo within your arsenal. It's good to be well versed in numerous weapons because you never know when that situation may occur and the average hand gun or sniper rifle just can't do the trick.

*There is always more than one way out of a situation. Be open to all possibilies and don't limit yourself to the norm.

*Take time to make your posts. Quality is better than quantity in this game. The better your post the more thoughtout it is and the greater chance of your survival.

*Buy at least one medikit and Blood Soaked before going into battle. These can be the difference a life threatening situation and can give you that extra boost to bring you back from the brink of death.

*Kill or be killed. Remember there is no honor among assassins only bloody money. Trust no one not even the player next to you. You may be associates but you shouldn't be friends. This only leads to greater downfalls if and when they betray you. Also keep in mind that there is nothing wrong with betraying other players. That's the name of the game. To get ahead.

*Keep it interesting. This is your character, try putting yourself in their shoes and bring them to life.

*Remember to periodicly reload your weapons. Weaponry will not be unlimited and constantly using them without reloading will consist of a penalty of shooting blanks.

*Be aware of your enviornment at all times. If it's sandy, you will leave foot prints. If it's day time and your sniping, don't attack from a roof or you'll give away your position from the scope's glare. Keep these things in mind at all times.

An assassination is the targeted killing of a public figure. Assassinations may be prompted by religious, ideological, political, or military reasons. Additionally, assassins may be motivated by financial gain, revenge, or personal public recognition. Assassination may also refer to the government-sanctioned killing of opponents or to targeted attacks on high-profile enemy combatants. In figurative language usage, the word assassination may also be used in colloquial speech as a hyperbole, as in the phrase "character assassination," meaning an attempt to impugn another's character, and thus kill ("assassinate") his reputation and credibility.

The word assassin is derived from the Arabic word Hashshashin (Arabic: حشاشون \ جماعة الحشاشين‎), the Arabic designation of the Nizari branch of the Ismā'īlī Shia Muslims during the Middle Ages. They were active in the coastal mountains of the Levant, then moved to Alamut by the Caspian Sea from the eighth to the fourteenth centuries. This group killed members of the crusaders, Abbasid and Seljuq élite for political and religious reasons, but mostly targeted the Sunni Muslims. Although commonly believed that assassins were under the influence of hashish and opium during their killings or during their indoctrination, and that assassin derives from "takers of hashish," there is continued debate within the historical community whether these claims have any merit, as direct evidence from any contemporary source, Nizari or otherwise, is non-existent. Marco Polo and subsequent European visitors to the area received from rivals of the Nizarai, what were to these opponents, derogatory names for the Nizarai Ismaili, and significantly embroidered stories about them. Polo, Henry II, Count of Champagne, William Marsden, an envoy of Frederick Barbarossa, William, Archbishop of Tyre and others following, popularized the names and stories in Europe, oblivious to their origin in factional propaganda.

The First Assassins.........

A Ninja or Shinobi (忍者?) was a covert agent or mercenary of feudal Japan specializing in unorthodox arts of war. The functions of the ninja included espionage, sabotage, infiltration, and assassination, as well as open combat in certain situations. The ninja, using covert methods of waging war, were contrasted with the samurai, who had strict rules about honor and combat.

In his Buke Myōmokushō, military historian Hanawa Hokinoichi writes of the ninja:
“They travelled in disguise to other territories to judge the situation of the enemy, they would inveigle their way into the midst of the enemy to discover gaps, and enter enemy castles to set them on fire, and carried out assassinations, arriving in secret.”

The origin of the ninja is obscure and difficult to determine, but can be surmised to be around the 14th century. Few written records exist to detail the activities of the ninja. The word shinobi did not exist to describe a ninja-like agent until the 15th century, and it is unlikely that spies and mercenaries prior to this time were seen as a specialized group. In the unrest of the Sengoku period (15th - 17th centuries), mercenaries and spies for hire arose out of the Iga and Kōga regions of Japan, and it is from these clans that much of later knowledge regarding the ninja is inferred. Following the unification of Japan under the Tokugawa shogunate, the ninja descended again into obscurity. However, in the 17th and 18th centuries, manuals such as the Bansenshukai (1676) — often centered around Chinese military philosophy — appeared in significant numbers. These writings revealed an assortment of philosophies, religious beliefs, their application in warfare, as well as the espionage techniques that form the basis of the ninja's art. The word ninjutsu would later come to describe a wide variety of practices related to the ninja. The mysterious nature of the ninja has long captured popular imagination in Japan, and later the rest of the world. Ninjas figure prominently in folklore and legend, and as a result it is often difficult to separate historical fact from myth. Some legendary abilities include invisibility, walking on water, and control over natural elements. The ninja is also prevalent in popular culture, appearing in many forms of entertainment media.

Sickly
11-05-2011, 02:15 PM
Welcome to The Underground and Black Market. The following are the Weaponry & Equipment section to arm yourself, Assassination Contracts for employment, Information Broking department for additional intel, and Special Services area for additional assistance. "!" will indicated newly updated information or recently available hardware for purchase so check your BMpad regularly for the lastest deals. Thank you and please enjoy!



Scouter's Knife: $2,000
Specially given to all mercenaries, this hunting knife can be found on all advanced mercs. With a well balanced weight density from handle to point this blade makes the best weapon for close combat types who utilize CQC or other forms of hand to hand fighting techniques.


Russian Bowie: $3,000
A bowie knife with a small firing trigger built into the handle used to fire the blade itself from mid-range. This allows for a sudden and quick attack when hand to hand fails.


Searing Blade: $3,000
A machete length blade that contains a small power supply at the base of it's helt that runs a high voltage current through the blade to heat the metal. Any cuts made with this weapon not only produces electrical damage, but also sears the wound up causing huge burn scars but stopping any bleeding. This means you can easily dismember targets without fear of killing them. However, the user fells every bit of the electical current also making it difficult to user over extended amounts of time, which means protective handling gloves may be required.


Tengu Tanto: $5,000
The Tengu blade was crafted during the Shogun era. It's sharp enough to decapitate and short enough for a stealthy kill.


Seppuku Tanto: $5,500
This weapon is easy to conseal and was once own by The Brutal One of the 9 Palms. It makes as the perfect weapon for close combat and quick slashes.


Black Scabboard Katana: $8,000
A no hilt katana that is concealed in a sheath making it look like a normal wooden katana.


Siren Long Blade: $10,000
This long blade was constructed from the hardest steel and sharpened using micro lasers. This is a bit of a messy blade since the extreme sharpness causes large quanities of blood to spill. So consealing the evidence would be difficult.


Goujian: $32,000 A Jian style Chinese sword named after an ancient Chinese relic. With a blade of shining steel and an almost airtight sheath, this weapon can go unmarred by the elements when not in use. A deep red tassel hangs from its hilt, creating confusion in movements and distracting the opponent until their own crimson is revealed.


Shinigami- $55,500 Intelligence 3
A Japanese Long Style Katana that was created with the lightest of metals for faster movements of the wielder and quicker strikes. Once it enters the skin it's so slick it can be removed quickly for a additional slash. It is also coated with Japan's rare Blow Fish poison making it a true blade of death.


Nanoblade $195,000 Intelligence 7
Using advances in nanotechnology, the Nanoblade is a liquid steel katana which contains the entire sword within its hilt. The nanobots are preprogrammed to either return to the hilt or extend to create the blade of the sword. The means it is a sword that can be easily concealed in a pocket, and never dulls. Its only real weaknesses are that it takes up to 1.5 seconds to extend, and is disrupted by EMPs and high electrical discharges.


Dao Dao "Chinese Blade"- $100,000 A Chinese long blade traditionally used specificly for skilled combatants. Light assassin's steel allows it to bend and slash intended targets from unpredictable angles depending on the users skill level. The chinese dragon story is crafted on the blade as the dragon tries to chase the carp during a raging river. Because of it's lightness it is the fastest blade for speedy kills and expert balance. Only given to skillful Triad members.


Hatori Hanso "Katana"-$100,000 This most feared and respected katana in Japan from the best craftman who ever lived. This blade was solely created for the sole purpose of delivering death not to be displayed. The woven grip and sculpted curve of the blade makes it the most balanced and sharpest katana in the world. Sharp enough to cut through bone, wood, etc. It was tradition for assending Yakuza men to be given these katana's as a blessing to their long rule. Must be a high ranking Yakuza or have killed one.


Oni-Saba Katana- $10,000
A katana with a specially designed edge for slicing clean through chest body armor like butter. Very light weight for balanced handling and quick slashes to take out targets no problem. Great for the samurai in you.


Yurotomi Style- $35,000
A full katana set which comes with a side tanto. Slightly heavy on the back end for more power when cutting, but effective when used with two hands to possibly end a fight with one stroke. And when your back is turned and someone tries to counter the tanto is more than effective in surprise attacks.


Bushido Edition- $40,000 Int. 5
Long style katana for only the most skilled of swordsmen. Comes with a signature tanto. Both blades can be rendered invisible for a short period of time allowing for stealthy kills. Because of the extended length this weapon reaches any enemies within 5 to 10ft infront of them but it's also slightly heavy making it important to kill with the first slash.


NanoProto Shearing X $500,000 Intelligence above 12
An highly advanced prototype of the Nanoblade modeled specificly for stealth assassinations. This blade extends and retacts using nano machinces like liquid steel. Each individual nanobits are covered in a reflective film used to render the user's body and katana in a invisible camo. It is considered the sharpest blade in the series abled to cut through numberous types of metal. Much like the Shearing Blade it also edmits heat to instantly burn close wounds or severed limbs. Unlike most of the other nano technology it doesn't protect against EMP discharges it reflects it and sends it directly back to the source.


Twin Machette- $8,000 A pair of machettes made in Mexico used for close combat situations. Their light in weight for fast slashes and shape enough for clean decapitations.


Side Reapers: $15,000 A rotating hand saw that can be extend out of the users sleeve for quick and close kills.


Hidden Claws: $20,000 A pair of wrist mounted claws designed to be concealed on the body. These claws hold next to the skin on top of the forearms until activated with a switch located in the user’s palm. At this point the claws launch forward, giving the user what is essentially a pair of claws with which to do battle with.


A&B Chainsaw- $35,000 Strength 4
This modified chainsaw is eactly what it sounds like. It's able to slice and dice targets to pieces for a good close combat fight. It also carries a gernade launcher attachment for extra damage.


The Alligator- $50,000 Str. 7
A rather unorthadox weapon that extends it's sides much like a bow. More like a oversized boomerrang it can be thrown through the air and will quickly return to it's user. The edge of the weapon is specially sharpened and can be heated causing it to fly and slice clean through wood and even a metal pillar.


Japanese Sai- $77,000 Duel Sai melee weapons that are mainly used for close combat situations. One can be used to disarm while the other is used for a follow up strike. Sai's are light weight and extremely sharp ideal for quick attacks and silent kills.


Chain Mace: $45,000 All Stats Above 5
A viciously offensive weapon that has the possibilty of instant quick kills that commands elegant handling. This chained weapon is 50ft in length most of which can be coiled around the user's arms or waist. The titanium chain is extremely durable and cannot be broken by simple small arms fire. It's linked together in a straight pattern of locked links instead of rings. This allows it to reach the 50ft range and not get hooked on an unforseen object. The straight pattern also unlocks themselves to increase it's range to 100ft depending on the distance of the target. At the end of this chain is a titanium mace like ball that is hard enough to break bones on impact. It can be detached to change or motify it at the user's preferance.
Spiked Mace: The average spiked mace that is covered in a ring of spikes that do more than break bones, it rips flesh. When you want to increase the damage of this weapon the spikes help to open large wounds in the enemy in a brutal fasion.
Angry Hammer: Although the weight of this attachment increases so does the damage it causes. A sphere like object that heats to extremely high tempratures to add a devastating effect. It allows the sphere to punch holes through tough surfaces like the armored enemies and walls. The best use of this weapon is it's ability to heat to the point of explosion. After reaching a certain temprature this attachment can be detacted with a quick yank of the chain leaving the sphere with the target to explode with the power of a frag grenade. (4 posts before it can explode or be deactivated.)
Merry Go Round: Much like the spiked mace this attachment has the possibility of openning large wounds and break bones. The only difference is that this weapon isn't covered in spikes but a razor sharp saw that extends from the center. This saw is sharp enough to cut slice throats and cut through bones. Although the blade isn't as wide enough to decapitate it can still open large slashes for big time damage.
Stinger: Instead of a mace like ball this is simply a razor sharp cone like point allowing for a higher penatration rate, increase in striking speed, and multiple kills.
Revovler: $600
A high impact handgun that delivers a loud but powerful shot with a intense requoil. I packs a punch and requires constant reloading.


Pistol: $600
The commonly used handgun that's inexpensive, quickly reloaded, low requoil, and good firing production. It's only flaw is the amount of ammo it holds. Two is always better than one.


Snubbull Pistol- $800
An old school Mafia style pistol with a small requoil, but great percission. I has a high success rate of hitting it's targets, but holds a max of 8 rounds.


Tech 9: $2,000
Your basic automatic machine gun that fits in the palm of your hand. Mostly used by thugs and gangsters for quick kill jobs.


Pin Gun: $5,000
Gun that uses a series of lethal needles that have differing effects once shot into a victim.
Poison Needles: $200
Numbing Needle: $400
Decenagration Needle: $800


.616 Joshua: $7,700
An Anti-personnel gun, it is modelled after a pistol, but is far too heavy for use as a standard sidearm. Measuring thirteen inches long with a magazine of twelve rounds, this gun is guaranteed to put down standard soldiers provided you can wield it. (This was inspired by the .454 Casull from Hellsing)


Twin Dragon Handgun's: $7,800
These 2 automatic handguns fire at frightening speed and almost never needs to be reloaded. They create a massive impact that creates a larger hole than normal bullets.


Match-Lock Long Pistol- $23,000 Strength 7
This long pistol is made of a strong titanium alloy casing. It's barrel is set with a lock and exchange attachment allowing this weapon to be switched from mid to long range still delivering the same incredible firing power. Long range attachment allows it to fire single shots, while the mid-range attachment releases rampid fire.
Spread Shell- A bullet casing the explodes upon firing to release a large radius of penatrating shrapnel.
Penatrator Shell- Armor penatrating rounds
9mm Shell- Average round with the impact of a revovler but less requol than any other round.


Nonpenatrating Detenation Pistol: $30,000 each A detonation pistol that only responds to the users finger print. This pistol fires rounds of nopenatrating, but sticky bullets that explode once they are activated from the switch located on the reloading chamber.


Royal Pistols: $50,000 A set of golden silencer pistols that can be set to semi-auto for rampid fire making it the faster and easier to reload than any handgun on the black market with a decent ammo loadout.


Lugar P08- $100,000 (Haine's Pistol *Dog's*) Old school WWII German handgun with a wide grip for double magazine load making it popular among the Yakuza gangs. This is the only pistol weapon with the largest ammo load out. It's range is also far beyond the average pistol with the fire power of a revolver.
Wooden Stock- $50,000 Back rifle attachment used to switch the pistol from mid to long range and also increases the users accuaracy and chance of a successful shot.
Gas Drum Magazine- $70,000 Circular magazine attachment used to increase the ammo load out by 100 rounds.


360 Rotator - $100,000 ($1,000 per clip) Motified revolver with specialised ammunition, enough said. This customized revolver was designed for multi-purpose abilities besides from blowing large holes in your enemies. Two barrels, which sit on top of one another, fire at a speed surpassing that of the average handgun making it the quickest quick draw handgun on the market, but the only down fall is it's massive requoil and delay in reloading. With two barrels it is able to fire two rounds at once allowing the user to mix up which type of round he wants to fire. Each reload comes in a bunch of 5.
(Holds 5 Rounds)
Revolver Shell - A regular revolver round.
Penatrator Shell- A point crafted round to penatrate armor.
Enferon Shell - A highly explosive round that has the impact of C4 on contact.
Detonation Shell - A bullet that doesn't explode unless the user activates it using by pulling the tigger a second time. Has the impact of a frag grenade.
Paralyze/Poison Shell - A shell with a green casing that both poisons and paralyzes it's target for a limited time. (3 posts, poison must be removed within 2 posts.)


The Peace Keeper: $20,000 comes with 1 free clip of every variety
A handgun which features both semi and fully automatic firing modes. It features a palm print scanning facility which makes i impossible to be wielded by anyone other than it's registered owner. If an unauthorised person attempts to fire the weapon it will explode taking off their hand.
Executioner rounds: $200 per clip
These are standard shots that can be fired as a flurry of bullets.
a single shot may be weak but a flurry of bullets contains enough stopping power to knock the enemy to the floor.
Heat seaker shells: $500 per clip
These bullets are more like minature rocket propelled bullets.
They are capable of locking onto a heat source and chasing it in a similar fashion to much larger heat seaking rockets.
They lack the armour piercing potential of the standar bullets but have hieghtened accuracy.
Ricochet shot: $250 per clip
These are bullets that are coated in rubber, they are able to bounce of a surface yet retain their ability to penetrate flesh, this would allow a member of Unit one to incapacitate a terrorist who is using a civilian as a human shield by bouncing a bullet off a wall and into the terrorist.
High EX: $700 per clip
These bullets could be described as minature flesh piercing grenades.
The bullets are designed to pass through only a single surface at which point the bullet latches onto the enemy.
This keeps the bullet inside the opponent so that it can explode internally.
Armour piercing: $600 per clip
These rounds are capable of piercing an opponents armour, they are best used in conjuction with a scope and silencer so that they can be used to snipe an unsuspecting target.
Stun: $100 per clip
These bullets do not penetrate the opponents flesh, instead they latch onto the enemy and use an internal battery to deliver a shocking electrical burst to the enemy.


ESP .45: $900
Semi-Automatic (single fire) handgun with fair accuracy, decent range, and a large firing rate. Your average handgun but good when you need to pull a quick side arm when out of ammo.


.44 Magnum: $1,200
A handgun with a big kick when your looking to blow a hole clean through your enemies. Has the power to knock a target of his feet with a single shot no matter what kind of armor their wearing. Only down side is it's very short range.


M9: $1,500
Semi-Automatic pistol that lacks in damage, but produces a great accuracy and firing rate. Nothing too special but it gets the job done when your main weapon runs dry and you need to pull something fast.


Desert Eagle: $2,000
Top of the line handgun with good balance and easily reloaded. Comes with a red laser beam for better targeting. Has above average damage cababilities, decent range, and a large firing rate. Perferred for any good gunman.


The Slayers: $25,000
The Dual Slayers. A pair of big *** hand made pistols that give up ammo capacity and rate of fire for the ability to punch holes in concrete that you could stick your arm through. Each only has a six shot magazine and using both can be fired intermitantly, but this still only leads to a total of twelve shots per mag and any gun with a semi-auto function will still fire faster.
Russian Ak-47: $3,000
This is a classic Russian automatic weapon that delivers a devastation berage of fire to multiple enemies. It produces a good requoil that only the most experienced gunslingers can handle.


SCAR-H Mk-17 Rifle: $4,000
A popular navel semi-automatic rifle that is much like the AK, but can be adjusted to various settings to increase or decrease firing production. Also, unlike the AK it can be equiped with many attachments to increase accuracy. Comes equiped with rocket launcher attachment.


LT. K.B.K Sniper Rifle: $10,000
A Sniper Rifle with a range of 800 meters with a self propelled rocket near the back compartment.


NanoProto Rifle: $15,000
Long ranged weapon the size of an Assault Rifle. It operates in much the same a normal Rifle would expect instead of firing bullets it fires nano machines. The nano machines latch themselves on the human’s (or surfaces) skin and enter their pours. It causes the segment hit, to explode from the inside out with the use of a denator located on the rifle itself. Nano machines can be rendered in effective by running an electrical current through the body. NanoProto Rifle makes all most no sound except for the explosion itself. Extremely light weight. It has no need to reload.


Westernized Rifle: $15,000
This old style rifle maybe ancient, but it is one of the fastest reloading and firing rifles in existance. This rifle has a range over a mile and a accuracy that of a normal sniper rifle. It can be motified to hold scopes and other new world attachments.


Field King Ind. (F.K.37): $17,000 Intelligence 5
A pioneered modification of the basic caseless weapons system rifle that uses revolutionary new magnetics tech to increase power. Uses a caliber of 6.8 mm caseless ammo and carries 48 rounds. Due to the current prototype state of magnetic coil based weapons the rifle only contains basic magnetic compensation functions. It utilises the same rotating chamber common in caseless rifles but the caseless primerless rounds are fired by electric signal. This means the only metal within the bolt upon firing is the round itself. Along the barrel are small magnetic coils which help to stabilize the bullet and increase its velocity. However magnetic assistance and compensation can only be used for a small time (the equivalent of 3 clips)


A.I Sniper Rifle: $350,000 Intelligence 10
This Rifle is self automated for targeting by a smart computer. This system is aimed with a pair of gloves and optical goggles. There is one mounted gun for every had. The trigger is both hands index finger.


50 Calibar MGL-140 Sniper Rifle: $150,000 Strength 6 Inspired from Black Lagoon Chpt. 58. This rifle fires a powerful stream of sniper rounds and with it's MGL attachment it fires high explosive grenade shells. This gives the user the long and close range combat advantage.


Barrett .50 Cal: $25,000, Str. 5 Required
Extremely powerful rifle with a mild range capable of firing through walls and metal surfaces even with average rounds. Due to it's power it has a hard kick that could dislocate joints.


Intervention: $29,000
Rifle with above average fire power, range, and has a built in silence filter that never deteriorates.


WA2000: $32,000
One of the most steady sniper rifles in the arsenal, but only as useful as the user. Automaticly comes with a thermal scope for better accuracy this rifle has a grand range of over 400 meters.


M21 EBR: $75,000 / 2 Accuracy
Great range sniper rifle capable of hitting targets of beyond 800 meters without any scope motification. Comes with 3 clips of ammo, penatrator, hollow point, and U.V.


God Eye Stock Plus - $90,000 Known in the Middle East as the God Eye this highly motified sniper rifle is greatly feared for it's deadly accuracy and nearly perfect success rate of 60%. Fires a golden cased round with penatrator based points that can go clean through body armor. The frame of the rifle itself is coated in a thin layer of gold. It's is called the God Eye because each round fired increase the accuracy of the user by 5% until it reaches a devastating 100% almost a instant kill.


Electromagnetic Railgun- $700,000 Strength 12
A outrageously huge sniper rifle, which is the only one of it's kind that is abled to fire live electrical impalses. These electrical impalses are faster than a lightening strike of 000.001. They are powerful enough to blast entirely through walls. This weapon runs on a high density battery that must recharge overtime before another round can be fired (1 post). These guns can be mounted on Eko-Suits and Vehicles or even carried around, but this will drasticly lower your speed by 2 points.


Foam Rifle: $50,000
When capturing the enemy is essential this rifle allows you to fire capsule rounds filled with expandable foam. Once the bullet makes contact with a target that limb of the target is instantly covered in a quickly drying foam that hardens to the consistancy of concrete thus slowing them down and if covered completely, trapping them.


M4A1: $10,000
The M4A1 is an all purpose, standard assault rifle used commonly. It is good for close to mid-range combat and has added versatility in the fact that it can be customized with varying attachments. It's mobility and ease to use is this weapon's greatest asset. It comes with a grenade launcher attachment.


FAMAS: $10,000
The FAMAS is a 3-round burst assault rifle well known for it's accuracy and ability to fire rounds in rapid succession. However, it's power is lower in compensation, somewhat making it similar to a machine gun in that sense. Much of the FAMAS' capabilities comes from it's capacity to suppress or make enemies duck for cover.


SCAR-H: $15,000
The SCAR-H is a high powered automatic rifle useful for making holes through your enemy as accurately as possible. This rifle has enough power to shoot through walls and other surfaces without much resistance. However, prolonged shooting will lead to constant reloading of this weapon. The SCAR-H has been upgraded to curve inside the barrel of the rifle, allowing the bullet to spin and maximize the fire power of the rifle.


TAR-21: $10,000
The TAR-21 is a great blend of fire power, mobility, and firing rate as an assault rifle. Much like the M4A1, this rifle is versatile. This weapon has been scaled higher to include a magazine of 38 bullets per clip as well with the barrel designed to muffle noise.


FAL v2: $20,000
A modified version of the FAL assault rifle, the FAL v2 has been turned into a sniper rifle. By elongating the barrel and adding a telescopic sight to the rifle, it is more suited for mid to long range combat. As well, the barrel is redesigned with a secondary ignition system at the end, allowing for a short burst of speed to ensure increased accuracy and impact. However, because of these adjustments, the rifle is heavier than most sniper rifles as well as it being noisier than other snipers.


Sonic Boom Stick - $35,000
The sized of a sawed off shot gun, this gun packs a non-lethal punch. Created for riot control, this gun fires electromagnetic pulses similar to sonic booms that are sure to send whatever is on the receiving end flying guaranteed. The gun fires only once before it has to reload. The runs on electricity and can be manually recharged. To recharge the gun, you must pull the barrel up and rotate it upon the horizontal pivot that connects it to its pistol-grip handle. The spun barrel acts as a crank and charges enough energy to fire a blast. The more you spin the more powerful the blast and the bigger the range. Based off the Sonic gun from the Minority Report. (200M Range, 1 shot firerate, quick spin reload.)


Pump Handle Shotgun: $4,500
This pump action shotgun delivers a single round capable of blowing someones head clean off. It carries a max of 7 rounds before every reload.


Switch Back Shotgun: $5,000
This high powered shotgun doubles as a gernade launcher. By flipping this weapon it allows you to switch between a pump handle shotgun and a gernade launcher.


Boom Stick: $5,500
A sawn-off shotgun with four barrels set in a square with break-action loading. A simple enough firearm, it can be fired off four times individually or all at once. It’s reasonably compact and very destructive at short range; this weapon is primarily designed for close range mop up operations due to high recoil and distance issues. Takes a bit of time to reload, but this is a small issue in skilled hands.


Shotgun Bat- $50,000 Strength 11
Exactly how it sounds, this wooden baseball bat was designed and framed over a actual shotgun mechanism. The trigger can be pulled out of the handle and when it fires it can send both lead and wooden shards into the target. The back also bends in half inorder to reload. It has a large requoil, but the wood acts as a silencer to dull the sound.


Cases of 10 rounds- $5,000
This rifle comes with a case of 10 sniper rounds that are crafted from dried ice. After the round is fired and the bullet enters the targets body, which will be around the needed chemical reaction tempreture, it explodes creating a extremely large hole leaving little chance from recovery or survival.


Lectro Shotgun- $75,000 This sawed-off shotgun shoots small 10 feet long copper wires in a short but wide range then sends an electrical current through the wires into whatever is hit a tazer/shotgun mix weapon. Produces 1,000 volts per shot.


Midnight Stinger: $15,000, Strength 5-7, Intelligence 5-7 Semi-automatic machine gun that has night vision scope, x-ray vision, and inferred vision all in one. Has a attachment that enables you to listen to sound vibrations from foot prints to conversations.


Sten Machine Gun- $120,000 Strength 6 An british automatic machine with a long history of being sold on the black market. During WWII british smugglers sold thousands of these weapons to the Yakuza in early Japan's criminal days. Fires 9mm rounds from a side-by-side magazine mounted on the side of the gun. This is a two handed weapon requiring one on the trigger and the other on the magazine. Has a 100 yard range and fires over 50 rounds in two seconds max capacity of 100 rounds per magazine.


Tommy Gun- $200,000 Strength 7 Itailian style machinegun with a load out of 200 rounds per minute and a capacity of 500 rounds. A range of 100 yards making it one of the deadliest machineguns around. Takes time to reload but holds a circular magazine near the grip. Two handed weapon as well.


Valcan Gatling Gun: $10,000 Strenght 7
This weapon demands great strength to carry. It can unloads 1000 rounds per minute into anything it's pointed at. Carries a small gas propelled missile in the back.


Israilian Chain Gun- $45,000 Strength 5
Said to be a man's machine gun. This weapon only excepts penatrator rounds and delivers a devasting 1,000 rounds per load. Loads come in chains of bullets that can be wrapped around the body for easy carrying.
Grenades (smoke, flash, frag, sound, vibration): $300 each or $700 per pack 1x of each variety
Smoke: Provides cover for infiltration, stealthy kills, or quick escapes.
Flash: Uses blinding light to distract the enemy.
Frag: Produces a powerful explosion.
Sound: Much like the flash it produces a burst of sound powerful enough to break eardrums.
Vibration: Used to shatter glass or any surfaces it's place on.


Pipe Bomb: $500 each
Home made bomb with the impact of a standard frag grenade.


C4: $1,000 per pound
Moldable bomb that can be sculpted into various shapes to fit and stick to many surfaces. These bombs are mainly used during construction and demolishion projects. These bombs are very powerful, but most effective in high quantities.


(I.E.D) Improvised Explosive Device: $500 each
Easy to contrust land mine type of explosive releases anything from metal shards of nails to marbles for explosive and shrapnel damage. These can be activated once touched or activated with a cell phone.


Pipe Bomb: $550 each
A home made bomb commonly used among terrorists or resistance members. It packs a massive punch greater than that of a frag gernade.


Claymore Mine: $600 each Intelligence 4
An explosive charge fitted with a reel of wire. By simply placing the mine and locking it in place, pulling the wire and attaching it to a secondary point and hitting a button to arm it, the device will then detonate when the wire is attempted to extend any farther or retracted by means of cutting or detaching it. This device can easily be used as a trap in the underbrush or several can be used for a simple and effective barricade in corridors or other enclosed spaces. Being relatively cheap to produce, easy to arm and basically effective they are a weapon of choice for anyone from jungle survivalist to urban terrorist.


Sticky Gernade: $600 each or $800 per pack 1x of each variety This is a common K.B.K grenade that sticks to any surface and can range from smoke, sound, frag, C4, to giga explosives.
Smoke: Provides cover for infiltration, stealthy kills, or quick escapes.
Flash: Uses blinding light to distract the enemy.
Frag: Produces a powerful explosion.
Sound: Much like the flash it produces a burst of sound powerful enough to break eardrums.
Vibration: Used to shatter glass or any surfaces it's place on.


Air Fuel Gernade: $1,000 each
Releases a set amount of gas into the air once activated and ignites it with a spark spanning a 50ft radius. More effective than the flame thrower.


Electromagnetic Grenade: $1,000 each
Renders all electrical devices unusable. Recommended against mechs, but may take more than one.


Ball Barring Gernade: $1,500 each
This is a ball containing tiny metal spheres. This gernade has no activation switch of any kind so the user must throw then shoot the gernade for the explosion. It produces a greater explosion and triple the damage of a pipe bomb.


C4 Chewing Gum: $1,500 per pack (8 per pack)
Average chewing gum with the kick of one pound of C4. This gum sticks to any surfaces and explodes after chewing. It can explode randomly so it would be best to chew fast and use even faster.


Giga Reactor: $100,000 each/1 per visit Intelligence 8
This unorthadox device is a extremely devastating explosive recommended for multiple enemies. It's sole purpose is to unbalance the gravity in a given area and absorb everything within it's radius. Once it's activated the device forces everyone/thing to float in midair as it begins to suck the trapped individuals near it until it finally explodes up to a 100 meter radius. It will take a large amount of strength to break away from the gravitational pull.


R.T.G.: $10,000 per pack (3 per pack)
A grenade designed with a weight displacement system. Your standard pineapple can be rolled around one corner, possibly rebounded off one, maybe two walls. The Rolling Thunder Grenade allows the user to roll the grenade and using the removed pin section to control it's weight displacement, allowing it to be directed so long as it has momentum. The design is primarily built for urban operations where clear shots may be too hazardous.


Psuedo Giga Grenade: $15,000 each
Using the properties of a giga reactor this grenade briefly unbalances the gravtiy in the radius of ten feet however it doesn't explode making it relatively harmless to the people exposed to its effects. It's mainly used for quick getaways or quick traps. (1 post trap)


Craddle Rocker: $200,000 each (1 per visit) Intelligence 10
High impact liquid C5 carbonized inside a pressized hand tube. Once activated it's destructive force has the power to take out an entire city block with a blast radius of 200 meters.


Seeker Mini's: $40,000 per container (12 per container) Intelligence 7
A small cylinder container holding a dozen miniture ballbarrings. Guided by a remote controler they can be directed to roll around corners, on walls, and ceilings. With the push of a button they explode with the force of a frag grenade and are most powerful in bunches. The controler also holds a small screen to view the direction the controled ballbarrings are traveling. They automaticly explode if they hit an object intentially or not.


Nano Grenade: $85,000 each
This sphere contains thousands of tiny microscopic nanobits programmed to consume everything within a unlimited radius at a extremely fast rate. Once activated and tossed at intented target the user can use the dentonator to shut off the nanobits once they are satisfied with the damage. Nanobits can each through the softest flesh and the hardest metal. Easily shorted out by an EMP pulse.


Nitrogen Bomb- $2,000 per pack (2 per pack)
Capable of flash freezing bodies of water or living creatures caught within a 10ft radius of it. Nearby surfaces within the radius are coated in ice, hampering the escape of targets who managed to avoid being frozen.


Superball Bomber- $4,000 per canister (5 per canister)
Bouncy balls that have been repurposed as explosive devices. Maintaining their innocent outer appearance and extremely bouncy nature, they have the explosive punch of a frag grenade. Detonated remotely. With a well placed toss can take out a target a distance away. Comes in sets of canisters of five.


The B.O.M.M (Beacon Orientated Moving Mine)- $3,000 per pack (3 per pack)
Non-active mines the size of a pineapple, however when activated will expand to the size of a large exercise ball and aggressively pursue the beacon it is orientated with. Its adhesive outer coat allows for it to stick to any surface, and its smart tracking system allows for it to track its target through any locale. If it draws to within a yard of its target for two seconds it will explode. Detonates with the force of three pounds of C4. If beacon is destroyed or if it loses its signal for whatever reason, the mines will deactivate and return to a hibernating state.


Class 1 Foam Grenade: $700 per pack (2 per pack)
Used to quick escapes in the event of heavy attacks, falls, or explosions the grenade allows the user to pull the pin and once exploded it will cover that individual in a thick foam that hardens in seconds that is abled to withstand small arms fire and 100 degrees of heat. Although almost nothing can hurt the user they have the possibility to sufficate if not removed from the foam quickly.


Class 2 EMP Foam Grenade: $800 per pack (2 per pack)
This foam grenade is used mostly as a weapon for capturing enemies and disabling them. Laced with electromagnetic nanomachines this grenade covers a single unsuspecting enemy within the thick foam which soon hardens. Once they are trapped the electromagnetic nanos get to work in releasing steady streams of electro magentic pulses to disable the enemies electronics.


Class 3 Damage Contol Foam: $1,000 each
When controling riots or trying to trap multiple enemies this grenade explodes covering a raduis of 100 meters in thick foam that hardens to the consistancy of concrete thus trapping all inside.


Class 4 C4 Foam Explosive: $15,000 each
By either pulling the pin or adjusting a specific detonation time this explosive is filled with pressurized C4 foam. Once it explodes a 100 meter radius is covered in a thick foam like substance that quickly hardens within seconds into a near concrete state trapping any and everything within it's range before exploding with the force of a pound of C4.


Porcupine Proximity Explosive: $18,000 each
Much like the claymore this weapon activates as soon as someone enters it's small radius. As soon as it's activated a spring cause it to pop into the air to meet the face of the enemy before exploding firing hundreds of porcupine like needles everywhere covered in poison.


Plasma Grenade - $700 each (1 per pack)
Plasma Grenade is a magnetically-sealed plasma delivery unit, combined with detonating explosives. It creates a fiery blast of green superheated plasma upon detonation, with a high chance to cripple limbs with its superheated liquid shrapnel. It has a similar blast radius as its less powerful variant, the Frag Grenade. Can be neutralized with cryo freezing liquid.
Throwing Blades- A series of knives used by stealthy assassins who perfer quick and silent kills. These blades are best utilized against multiple targets and can richet off each other as well as other obect allowing them to hit targets around corners or long distances. Comes in 1 belt of 20 hand blades. $200 per belt.


Soaring Fangs – A set of throwing knives built for ultimate precision and aerodynamics. Perfect for covert assassins. They are strongly built, light and easy to use, making them perfect for both long range and close combat. Comes in a set of ten. $5,000 per pack (10 per pack)


Tengu Shuriken: $45,000 per pack (20 per pack)
Throwing shuriken that are razor sharp that spin through the air to take out targets silently, quickly, and stealthly. They have multiple uses such as sticking into any surface, used as a video camera, and frag level explosive. Best utilized when taking out multiple targets quickly.


Searing Air Disks: $75,000 Intelligence 5 A set of duel razor heated disks that can be tossed and rebounded using a pair of electronical gloves. These gloves allow the disks to be directed according to the users aim. The blades also explode with the force of a frag grenade activated with the gloves or seperate detonators.


The Puffer: $1,000 x20 Quoils
A sleeve weapon wore on the arm and covered in Puffer Fish quoils. By pressing the small trigger in the center of your palm a quoil shoots out at the intended target injecting them with a quick reacting poison. This poison can put a man down in a decent amount of time. (2 posts)


The Gun Sleeve: $2,500 x10 rounds
Attached to your sleeve this acts as a additional gun with your hands are already full. Imagine holding two guns and firing from your sleeves at the same time. Very effective for close up kills and tricking enemies who ask you to drop your weapons.


RPG Launcher: $15,000 Strength 6
A Rocket Launcher carring 2 rocket.


M79 Grenade Launcher: $25,000 A barrel launcher that fires round after round of high explosive shells. The shells can hit with enough power to blow a hole into a target then explode on contact. This comes with a belt of 10 shells. 10 shells per belt $500 each


Nikita-$50,000 Saudi Double Barrel RPG Lancher mainly used to take out jet's and helicoptors using surface to air missiles. These rockets have anti-tank penatrating shells that can blast through metals such as iron, bronze, and steel.


Warhammer- $55,000 This is a A.I guided scatter rocket laucher that releases a missle carring hundreds of explosive shells. Once it explodes the shells themself propell themselves towards their target eliminating a mile radius. The rocket itself can be guided with electronical gloves.


Grave Digger- $95,000 Strength 6
A massive weapon crafted into the from of a gothic metal coffin. The metal alloy of the coffin is framed around a high powered machinegun built directly inside, which can be unleashed or hidden with a turn of the crucifix mounted on the front. The machinegun itself can not be removed, but has a Tawanese Crusie Missile attached. It also comes with a strap for carring on the user's back.


Cross Bow: $15,500 Strength 5-7
Fires a maximum of 10 long dart arrows per shot. Carries 50 arrows in every clip. The under side is a pump controlled gernade launcher that fires any type of gernade loaded into it. Produces a large reqoil that could break someones shoulder if not strong enough.


Turok Bow- $66,000 Strength 7
This bow is made of a metalic alloy frame and steel wired string. I has a firing range of 900m that can penatrate many types of armor depending on the type of arrows used.
Wooden Arrow: $400/10 pack
Common hunting arrow
Explosive Arrow: $800/5 pack
Wooden Arrow with explosive attachment
Grappling Arrow: $700/3 pack
Steel Arrow with rope attachment
Steel Arrow: $1,000/10 pack
Arrow that can penatrate tank armor


Compact Stealth Bow: $2,000 w/20 Arrows
Folding compound bow, easy to his just about anywhere perfect for the wary assassin. Crafted out of hard polymer plastic's this unfoldable bow easily passes though Airport security without raising alarms. Half the regular size of the average bow. This novelty toy look alike depends highly on it's complicated mechanical gears to deal its leathel blows.
Drow2 Nitrogen Arrows: An arrow featuring a small pressurised container of liquid nitrogen gas built into the shaft. Upon striking a target, the gas chamber erupts, deep freezing the surrounding area.


Mercury Bow-Rifle: $10,000 w/15 rounds
Unlike its low-tech namesakes, this "bow" fires a compressed bolt of frozen mercury at ultra high velocity using a magnetized rail similar to a rail gun. Damage comes both from the initial trauma of impact and subsequent mercury poisoning. It kills all but the strongest enemies with one shot and leave's little evidence of the assassin behind. Due to the high rate of poisoning these mercury rounds are coated in a layer of film that allow the user to handle easier. Film is removed as it is fired and travels through the air.


Black 13 – $25,000 per Bio pack (5 viles per pack)
Although bottled in liquid form, once something is coated in this poison it begins to take aerosol form. The poison is inhaled by the target, only to result in its attack on the brain’s control centre. Starting slowly, it alters depth perception, equilibrium and for some strange reason taste. Despite its highly fatal nature, the poison is easily countered with intake of high amounts of iron and vitamins . The key is trying to work this out before you’re system before dieing. The user is advised to keep some of the above items handy in case of inhalation or ingestion.
Exposure:
Throws off equilibrium (1st post)
Dulls the senses (2nd post)
Numbs the arms (3rd post)
Eliminates Sight (4th post)
Instant Death (5th post)


Half-Life2: $1,000 each Int. 8 Required
A specialized single-cellular organism that, once injected, will enter the blood stream of the user or target. Once inside, the organism will secrete a strong muscular relaxant and release oxygen into the blood stream. As well, the organism will absorb small amounts of heat during the process. The effect of the injection is to simulate death to the point of making the heart rate as low as possible, limiting the use of the lung, and causing the outside of the user's body to begin turning cold. The effects are only temporary, as the organism will remove itself from the system in a short time period after. 1 post max.


The Door Opener- $10,000 per bottle
An extremely acidic corotion, that quickly eats through inorganic materials at a rapid pace. Capable of punching through anything from bullet proof glass, to steel plated doors, to concrete in short order. Door Opener itself looks much like a caulk gun, allowing for controlled application of the acid, simply slide in a full canister of the acid into the gun and have at it. Effects are diminished when applied to organics, merely singing the flesh and doing little beyond cosmetic damage.


Flame Thrower: $15,000
This weapon carries a small portable canuster of fluid that can be easily hidden anywhere on the body.


Pulse Gloves: $18,000
These gloves are a thin leathery material that has a metal wring on the wrist and a circular disk on both the palm of the hand and on the back of the hand. These gloves deliver a small but powerful concussive blast from the circular devices on them which are capable of shattering windows and bones alike. The range on these weapons is extremely limited at near point blank, but for a fist fighter these more than make up for it with the ability to break bones even through some armors.
(T.A.H) Tactical Assault Helicoptor: $150,000 Inteligence 8
Equiped with a high frequency gatling gun, 2 missiles, and a base jumping cord for shealthy landings.


(A.T.A.H) Advance Tactical Gunship: $250,000 Inteligence 8
Equiped with 1 detachable vulcan gatling gun, 1 side winder missile, 1 scud missile. Also has a optic camo used to render the entire helicoptor invisible.


(G.A.E) Geometric Assault Exo-Skeleton: $500,000 12 Intellegence Accuracy 12
Developed by the former #5, Henry N. Murdock, during his employment as a Sci-Engineer for the United States League of Defense. Named as the perfect weapon of war, this machine holds one Mech-Controller(driver), carries two A.I powered sniper rifles on each shoulder. It is also equiped with twin rocket launchers and gas propelled take off engines. The most impressive capabilities is it's full optical stealth cover and it's A.C.D. Optical Stealth completely hides this walking machine in perfect invisibility making it the perfect sniping weapon system. The A.C.D or Atmosphere Conversion Distributer absorbs and hardens the minerals in the air and creates fresh sniper rounds as a unlimited supply of ammo.
Modes:
Inferred Detection Visor/X-Ray: Places a set of goggles over the pilot's eyes allowing them to view the surroundings with all heat signatures. Uses 15% of Eko-Suit's power and must be filtrated afterwards for 2 minutes (1 post).
Motion Detection Mode: Turns the Eko-Suit on all fours. This allows it to feel the vibrational patterns of a 3 miles wide area. It picks up all movements from small animals to large vehicles. (Uses 85% percent of Eko-Suit's power requiring a longer filtration depending on how long it's used. (Using more than 2 posts require 2 posts to filtrate.)
Penatrators: $100 per clip
Sharpened at the very tip these bullets are abled to shoot thrown body armor or even walls.


Hollow Hoint - $200 per clip is a bullet that has a pit or hollowed out shape in its tip, generally intended to cause the bullet to expand upon entering a target in order to decrease penetration and disrupt more tissue as it travels through the target. They are also used to control penetration, such as in situations where over penetration could cause collateral damage (such as on an airplane). As a side effect, hollow-point bullets can offer improved accuracy by shifting the center of gravity of the bullet rearwards.


Handgun Silencer: $700
(Used for all small arms weaponry to deaden their firing sound.)


Silver Penatrators: $1,000 per clip
Sharpened Silver bullets


Cryogenic Rounds- $1,000 per clip
These rounds will produce a freezing effect in the targets they hit. Taking just a few shots to nearly instantaneously freeze an average male, given a lack of armor. A well place can freeze vital arteries within the target, putting them down quietly and without the bloody mess.


U.V Motified Ammo: $2,000 per clip Specialized rounds with a penetrating shell and metalic core that releases a small amount of light on impact.


Enferon Laced Shells- $2,000 per clip (20 rounds)
Coated with enferon, a highly explosive chemical, these shells have the explosive impact of frag gernades the size of average bullet shells. They can be coated for any type of weapon from handguns to shotguns or even sniper rounds.


Shotgun Silencer: $1,500
(Used for shotgun based weaponry to dull their usually bursting sound while keeping the same killer impact.)


Automatic Silencer: $1,600
(Muffles the sound of rampid fire weaponry such as Midnight Stingers.)


Rifle Silencer: $2,000
(Dulls the sound of any sniper rifle based weaponry to keep your location hidden.)


90 Degree Corner Sight Attachment: $10,000 5-7 Intelligence
Attaches to all handgun, revovlers, pistols, etc. Once placed in the attachment it can extend and curve around corners on a 90 degree angle to give you a visual and allow you to fire from your current position.


Optical Surface Reader (O.S.R) - $70,000 Intelligence 12 This advanced attachment connects to the top of any projectile firing weapon. When the user is pinned down by gun fire he/she may connect it's scope to their weapon and with a cord connected to a small visual screen can stay behind cover and hold the weapon above where ever they are and read the target's position while staying concealed. Reads heat, x-ray, night vision, and can even see camo'ed figures.


Percentage Reading Scope: $78,000 Intelligence 12 This rifle scope attachment helps read the body tempreture, heart beats, range, height, weight, speed, etc of anything in it's path. It has X-ray, inferred, and night vision capabilities. Once it accumulates all the data it needs it provides the user with a percentage rate of success to help pick a perfect kill shot.


Grenade Launcher: $25,000 2 Grenade Shells
This allows you to fire grenades. The grenade must travel a certain distance before it explodes on impact. You can also kill an enemy with an unarmed grenade, if it hits them.


Red Dot Sight: $20,000
The RDS has a much better view and a bright laser dot in the center that allows for a quick aim thus increasing your range and accuracy by 10%.


Multi-Silencer: $1,500
Makes the weapon more silent and reduces recoil. This attachment lowers the weapons range and damage over distance, but can automaticly shift to fit any form of weapon, rifle, hand gun, assualt rifle, shotgun, etc.


ACOG Scope: $3,000
This gives a nice boost to the weapon's range of up to a single mile.


Holographic Sight: $2,500
The Holographic Sight is a little more accurate than the Red Dot Sight and the reticle is a bit easier to follow.


Heartbeat Sensor: $35,500, 3 Intelligence
This is attached to the side of your weapon. You can track anyone that is in front of you. Enemies are shown as red dots and friendlies as green dots.


Thermal Scope: $3,500
Everything is shown as grayscale. You can't see through walls/cover with this scope. Makes for good use in snow, woodland, and sand storm areas.


Kill Scope: $100,000 Intelligence 12
Dog's personal Sniping scope. Uses optics, camos weapons, sees up to 2 miles.

Moderate Medical Supply Package- $30,000 General first aid kit equiped with wraps, numbing medicine, tissues, and bandaids.


Advanced Medical Supply Package- $40,000
Equiped with splints, wraps, numbing medicine, suringes, bottled water, small supply of liquid food.


Battle Field Surgery Kit- $50,000
This bundle is made up of surgerical tools from scapels, suringes, antistedics, numbing medicine, tissues, gaws, wrapping materials, needle, thread, splints, and one blood thirst injection.


Novice Medi-Package- $5,000
This is your average style first aid kit. Wraps, splints, alcohol wipes, bottle of asprin.
Chest Body Armor: $500


Demon’s Guard – $15,000 Western style armor built with the most reliable materials and designs for use by specialist agents. It is built with the optimum design for movement and defence. Attached at the back of the wrist it encases the arm up until the shoulder where it ends in a spread out plate of armour, covering the blind spot directly behind the eye. It is built of titanium and kevlar for the best possible weight and defence without becoming over bearing to the user.


Cavalar Cloak: $25,000 This can be woven and shaped into any type of attire the wearer wishes. The threads are made of a high density cavalar which has the strenth to withstand small arms fire.
 
K.B.K Black Op. Armor- $85,000
High density armor that has the ability to completely cover the user in a protective sphere, which can withstand large amounts of damage. It can even withstand being dropped from great heights without a scratch to the user inside. The armor can be converted into regular body armor form covering every inch except body joints and lower jaw. It also conducts up to 1,000 volts of electricity that can be run throughout the armor, but not shot out.


(T.A.S.S) Tactical Assault Stealth Suit: $150,000 5 intelligence
One of few body suits that has the capability to completly cover the users body in optical camo. It reflects the suits surrounds using micro camera causing nearby enemies to suspect nothing even if your standing right infront of them.


Black War Suit: $250,500 Stealth 8, Intelligence 8, Strength 7
Using the cutting edge in air dynamic and restraint materials…Makoto and a group of engineers created a human gliding system, one that would allow a trained operative, to float around the battle field like he was using a parachute by just using the human body and the suits materials. This can last for a limited amount of time before you must land and wait before using again (2 posts). It also was designed to stick to walls or surface using special adhesive and magnetic tech. The suits threads have microscopic octopi like cups located on the hands and feet. It's bullet proof material, Kevlar, doesn't bounce bullets of the user but once the bullet connects the suit makes the user absorb the impact which is like ripples in a pond. Depending on the bullet the impact could knock the user off his/her feet, but never let's the bullet enter. The microscopic and magnetic cups absorb the metal bullets momentum to make this work. Much like the Bomber Mask it can remain in a camo cloaked state only in darkness.


(M.K.M.T.B.S) Multi-Cellular Kinetic Munipulation Tactical Body Suit: $250,000 5 Intellegence
This tactical body suit belongs to a family of stealth technology that is above any military equipment. This complex system of neurons and protons that are woven into the suit's material changes the structure of the bodies skin cells. It allows the wearer to not only change the age and texture of his/her skin but the color as well. This unit does not change the user's gender or style of hair, but it can perfectly shape the user's appearance to anyone they see fit.


Magnetic Hard Suit - $200,000 Int. 11
This revolutionary design in Atmosphere Suit technology allows its user perfect cover in space with its Jet black armored Plating that absorbs light so that even if a spotlight is held to it (as long as space is in its background) Sacrificing camo for thick armor. it is meant for short Mission requiring speed and stealth. Its Armor has magnetic properties allowing it to stick to metal surfaces. The suit itself has Oxygen enough for (4 Posts). But a tank of air can be hooked to its back to increase the amount of time before Oxygen runs out. On the occasion that oxygen were to run out the suit has the capabilities to seal itself and begin a rebreather program built into the suit that allows the user to recycle their own breath for (1 post). Unlike other suits the magnetic hard suit cannot refill its own tank by sitting in an oxygen filled area. It must be manually unsealed so the rebreather can refill the suits tank, any extra tanks must be bought again or refilled at a retailer. If unsealed the armor plating divides slightly allowing air in and making the armor slightly weaker.
Grav-Con Unit: $150,000 Intelligence 10
Activated by imprints on the right thumb and index finger these gloves activate a powerful force of interia allowing the user to defy laws of gravity for a limited amount of time. Users can leap thousands of feet in the air over large distances in a single bound or even walk on ceilings. 2 posts.


Artificial Intelligence Dummy (A.I.D)- $300,000 Intelligence 12 These dummy models can be molded into life sized replicas of the user. They can be crafted to look exactly like their user in every shape and form. They mimic their body odor, hair color, eye shade, skin texture, body figure, etc all the way down to the smallest details. For example it even mimics the weight shift the user distributes in their walk. They can be programmed to carry out one basic task, but can be upgraded to do more, mimic more, and become stronger. These particular modes are extremely weak and are easily destroyed in one focused blow. Everything of the user is perfectly copied in their original form (obviously they can't be vampires but can look like them thus won't have vampiric ablilites or bonues. Goes for all abilities.). Only as touch as the users makes them. One A.I.D. per player only.


Disposable Assault Weaponry (D.A.W)- $100,000 Intelligence 12
This weapon is highly tecnological and not easily found except on the black market. This weapon slowly decomposes as time passes. Made from a low density metal over time it breaks away into nothingness to eliminate any evidence of the user's doing. It fits a maximum of 4 different types of fully loaded weapons within. Ex. Midnight Stinger (Decomposes into), Proxy Shotgun (Decomposes into), Twin Dragon Pistols (Decomposes into), Scotting Knife. Once the clip is released the weapons begin the chemical breakdown changing into smaller weaponry as it breaks down. (Changes every 1 post.)
 
Optical Assault Goggles (Night Vision, X-Ray Layout): $1,200


Optical Eye Glasses- $2,500 Intelligence 9
These are a higher development of the optical goggles in the sense that it performs the same functions, but also includes a lip reader for interpreting conversations. If the user focuses on the lens he can actually read what others are saying no matter what language. It also has internet/hacking accessability.


Riot Mask- $10,000 A small black mask that filters the air being drawn into the body through the nose and mouth it protects the body from gases.


Toothache: $40,000 Intelligence 7 A small attachment that acts as a fake tooth allowing the user to activate any explosive device they have by biting down with their jaws. This helps in situations where the user is captured and can't use his/her arms.


Code Break - $100,000 Intelligence 12 This remote allows you instantly hack any security system unlocking doors, cutting off servalence systems, and obtainning classified intel.


The Golden Gloves: $55,000 Intelligence 5-7
A pretentious nickname given to this device, it is a pair of gloves with numerous micro-sensors installed in the fingertips and palms. Attached via simple wire to a head set, it can be used to pick up sounds through several inches of concrete merely by pressing your hand to it, also allowing the user to note very small changes in temperature, increasing dexterity and handling of weapons and even stopping shaking of the hands all by upping the sensory ability in their hands. Despite its simple set up, it takes something of a skilled individual to use these gloves to their fullest and would probably see their best use on the hands of a safe cracker than an assassin, but if only to listen in or get early warning on a fire nearby.


Combat Hearing Aid: $65,000 Intelligence 8 Created for those who have their eyes injured during WWIII to increase their sense of sound. It acts as a sonar much like that of a bat releasing a small wave of sound to echo off the user's surroundings then back to create a image inside the mind of the user.


Los Lobos (The Wolves): $87,000 Stealth 6
These pair of stealth boots are used to deaden the noise of your movements as you land, walk, leap, and crawl on difficult surfaces such as glass, creeky wood, spilled water, and high tec security sensitive floors.


Vocal Inhibitor: $100,000 Intelligence 9 Once swollowed this round device spreads and attaches to the user's throat and realigns their vocal cords allowing them to speak recorded voices of other people.


X-Boomer Mask: $100,000 Intelligence 12
Completely camo'ed mask that covers the body in invisiblity. The mask itself is made of cavalar.


Double Projection -$25,000 each Int. 9
Technology creates a projection of yourself and has it move along a preprogrammed path doing predesigned actions. Incapable of interacting with objects, but it looks completely real to the eye and has a long battery life. Projection is cast from a small ball that hovers within the center of the holographic figure. (Projection lasts for 3 posts.)


Intel Contact Lens: $50,000 Int. 12
The devices are capable of transmitting images into the eyes of the wearer. The transmission device is located in the len's case and uses a certain frequency that seems more like static or white noise if caught. These lens show no sign of transmitting images and can be adapted to coloured lens or any eyesight irregularities. Warning, these are very fragile. This accessory also has the capabilities of Visual Hacking. (1 post for minor hacks, 2 posts for major hacks)
Rule: These enhancers are used to increase one's physical abilities for better performance. Players can inject themselves before missions or during missions, but must be sure to state they used them for better judging of attacks. Taking more than 2 injections will cause an overdose and instant death. Some injections can only be purchased two at a time.


Blood Soaked: $1,500
With this accessory your killer is allowed to have a Strength of 12 for one entire mission. Speed is decreased by 5. (2 per purchase)


Status Point: $2,000
This permenatly increases an area of your status by 1. (2 per purchase)


Playing God: $5,000
Allows the killer to take massive amounts of damage without dieing for 3 posts. After 3 posts killer loses 1 status point from all areas. Falls into a near death state.


Over Dose: $5,000
Causes an increase of 12 in all status areas. This increase lasts for only 2 posts but will immobilize the user after the effects wear off.


Demon Twist: $5,000
Allows you to curve any bullet or throwing knive you have. This allows you to hit enemies around corners. This even applies to machine guns, sniper rifles, pistols, arrows, etc.


Enlightenment: $6,000
All stats shoots up by 5 lasting one entire mission. Adrenaline decreases by 3.


Half-Life: $6,500
A potent drug that temporarily kills the sense of touch. Although this forces the taker to rely on sight to know what they’re doing, it stops sense of pain and will as a result up the amount of damage they can handle without collapsing. Although the user can no longer feel pain, debilitating wounds like knee capping will still be a problem as well as wounds located on vital organs.


5 Deaths: $8,000
This injection is primarily used to deaden all five senses. Makes you blind, deaf, losses touch, and taste. It comes in the form of a dart which can be thown from mid distances.


Addict: $9,500
Causes you to see hallusinating images, which are actually the foreseeing of future attacks. I slowly decreases your Adrenaline to 0, then shoots it up to 12, then back down to 0. Once this is done you'll have a foresight of any attack that may come your way until you go back to 0. (Which is 3 posts.)


Out Break Syndrome: $25,000
This injection is comprised of a absorbable liquid that doesn't immediately flow through the blood stream. Must be injected straight into the heart where it travels and resurfaces to the skin giving the user a black complexion. This injection is the first of it's kind giving the user ripple based skin that of the Black War Suit. It is capable of stopping all small arms fire and other projectile based gun fire, but is weak against physical close combat attacks.


Death Vision: $25,000
This drug is directly injected into the users pupil sending a instand rush of specially balanced chemicals towards the nerve endings allowing you to instantly see anyone or anything camo'ed.


Adrenaline Sample (A.S)- $30,000
Introduces a quick doseage of adrenaline that allows you to move even with vital organ damage or even missing limbs. It lasts for 2 posts and can kill you if taken too often.


Warlord: $100,000
Increase every stat area by 12 for only 1 single post. Once the post is over all stats drop to 0.


Haven: $100,000
This injection is a self healing dosage that hyperizes your platelet and white blood cells to rebuild damaged tissues at the microscopic level. But due to it's quick results (fully heals user in one post) it greatly decreases the users Stamina by 10.


La Coupe de grace: $100,000
Increases Strength, Accuracy, and Speed by 7 and instantly causes all the users attacks to automaticly aim for their targets head. Physical attacks will aim for the head and heart, while projectile weapons will aim for headshots.


Night Screen- $1,000 per bottle
For your vampire who finds himself in need of going out in the daylight. This handy dandy tonic can be applied to the flesh to raise its resistance to ultraviolet rays. (5 posts)
Welcome to the Contracts section of the Black Market. The following is as seen on your BMpad as information becomes available to you. Here you are allowed to sign-up for hit jobs to make money. Each job may be taken by a maximum of 3 players and a minimum of 1 player inorder to commence. If an assignment has a request from a employer than the requested assassin has first option to either take or decline the contract.


Employer:
Who's providing the contract.


Difficulty:
The intensity level of the job.


Specialty Requirements:
Special requirements such as a specific specialty a job needs.


Objectives:
Overall assignments to accomplish.


Location:
Where the job itself will take place.


Request:
An assassin an employer wishes to take the assignment.


Details:
A description of the job and other significant intel that may help you.. Additional info may be provided by the employer or can be purchased from a information broker.


Pay Dirt:
Amount the job pays.


Types of Contracts
Average Contract:
A regular contract under specific objectives, requests, and requirements.


Long Term Contract: A contract that requires a longer amount of time to accomplish. You may have to infiltrate a group or organization inorder to get close to your target.


Instant Death Contract:
A binding contract that requires succes or death. These are extremely difficult jobs but pay you top dollar on a half now half later basis. The employer covers the cost of lost ammo or equipment during the job also. But if the assassination attempt fails the employer has a death squad on standby to take you out instantly. No fight just a clean death.



~The Contracts~
# of contracts needed to be complete before main mission:
Welcome to the Information Broking department for all your business needs. Here you may purchase additional information on assassination contracts to better aid your execution. But be aware that any and all information given is open for purchase to anyone willing to pay as well as the knowledge of who's buying it. The content of the information will dictate the price.


$50,000 - Average inquiry on a person, place, or thing. Information given instantly.


$80,000 - A more lengthy inquiry usually involving some time to acquire the information request. This usually consists of finding past information on a group, specific event, and/or background information on a person. Takes 1 post time to acquire.


$110,000 - Very sensitive information usually consisting of government, company, or syndicate secrets. This also takes a longer time to acquire due to the method of obtainning the information through hacking, extortion, etc. But generally this intel will hold secrets that could get you killed hints the price. Takes 2 posts time to acquire.
Weapon Resale: Players may sale back weapons to the dealer in exchange for the original price of the weapon. If the weapon is in bad condition the weapon is resold for half the original price. (PM with exchange ideas.)


Weaponry Motification: Players can customize their weaponry ranging from anything they can think of including adding a larger magazine hold, sharpening the cutting ability of blades, etc. Each job is $50,000


Body Modification: $100,000 each job
Skin Graphic Surgery- Uses laser guided tools to sculpt your skin in anyway you wish. You can even change the tone of your skin, change the shape of a tattoo, or even conceal old wounds.
Body Morphing- Cutting the flesh and rebuilding the tissue helps to surgericly shape new faces, finger prints, nose jobs, face lifts, muscle reduction, muscle deduction, and even breast implants. Body Motification- Highly dangerous, but beneficial for covert ops. This ranges from a wide view of fields that could include transplanting new eyeballs to fool laser scanners. It is up to the customer, the dealer is only the doctor.


Blade Hands (Body Enhancement): $90,000
An expensive surgery that inserts blades into the fingers. Now this is not nearly as simple as it may sound, as the knives are inserted directly into the finger bones to allow the blades to be summoned and hidden on command. This is an extremely delicate and lengthy procedure, but the outcome is well worth it. The ability to produce three inch blades from the tips of all ten nails and retract them in a fraction of a second is an invaluable weapon. Untraceable by most securities, and able to be coated in poisons.


All Seeing Eye (Body Enhancement): $100,000 12 Intel.
This procedure replaces the eyes of the individual for electronic ones. These new eyes are capable of seeing far more clarity and in more ways then normal eyes. Eyes able to zoom up to a two mile as if they were standing right there, or zoom in on serial number of a gun sticking out of a thugs pants. Includes standard enhancements such as x-ray, inferred, ultra violet. Problem with the eyes is the simple fact that they look nothing like eyes. More like a mechanical bottle cap. But because these eyes are electronic they have the possibility of being hacked or knocked offline by EMP grenades.


Access Key (Body Enhancement): $150,000, 12 Intel. Required
This is a direct alteration of the mind itself. Altering the brain to be more machine like than organic. Capable of accessing the internet, securities, communications, databases and the like. It also allows for a perfect memory, allowing playbacks of events you witnessed with perfect precision. Increases the intelligence of the individual and overall reaction. Allows for the mind to remain conscious at times where others would faint or pass out. Able to link up with other body enhancements to increase their outputs. +5 Intelligence


Organ Swap (Body Enhancement)- $100,000, 12 Stamina Required
By far the most dangerous of the enhancements. This involves a direct meddling with the internal organs of an individual. Completely removing the majority of them and putting in their stead artificial replacements that are more sturdy and less inclined for failure. Improvements include a filtering process of the liver that allows them to be immune to poison, and also remain unaffected by the majority of drugs and liquors. A purifier within the lungs that filters out bad air and recognized air born toxins. Allows for the body to survive more punishment before going down. +2 Stamina, Immunity to common poisons/harmful gases.

Sickly
11-05-2011, 02:33 PM
Rules: (Please read these rules carefully before deciding to join this Rp. You will be expected to understand and follow these rules to avoid any later misunderstandings.)

1. All players must respect the ruling and decisions of both the GM and Co-GM

2. All players are required to respect one another. No critizing anothers style of posting, singling out, or anything else that proves to be considered verbal harm. If you don't think it's appropriete, then don't type it.

3. No Godmodding.

4. Players are not allowed to control the actions or speaking of other players besides their own. Unless its approved.

5. All profiles must be approved by two GM's inorder to be accepted in the game.

6. Players must regulate their own currency, weapons, accessories, etc. This is your responsiblity but we we'll upgrade them for you. This will be checked often and anyone who spends what they don't have or becomes rambo out of no where will be punished.

7. Players have 3 chances to post between each update before being kicked. Miss one update you lose 1 weapon. Miss two updates you recieve a vital wound. Miss three updates and your officially kicked from the game. Of course situations will be taken into account if you contact a GM.

8. Posting will take place in a routine cycle. Once everyone posts an update will follow. Or if there is a delay in posting then a reaction will be put up.

9. Death: No one is invincible. You will recieve a "X" indicating death is near and you must effectively counter to survive. If you don't you will recieve "XX" officially declaring your death. There may be instances where players will be killed automaticly if they make stupid decisions such as trying to headbutt a bullet. Instant Kill: will come when placed in special challenges for I.K. Contracts or mini games like Russian Roulette.

10. The Head GM reserves the right to kick or drop (drop kick) anyone who does not follow these rules, causes trouble for the Rp, or is dissatisfied with a player or gm. No Gm is allowed to continue this story or create a spin off without the permission of the Head-GM.

Posting Requirements:
1. At the very top of each post place your character's name and location. At the very bottom of every post place your stats/weapons/account.

2. If skill enhancers are utilized during gameplay (ex: Blood Soaked) please place it at the bottom of your post under Used.
For future reference:
(This is based on a reasonable situation for combat against two assasins.)

1. An attack is posted.
2. The person recieving the attack is given a chance to react. (Counter and/or Escape)
3. This continues until either player concedes or the GMs decide to step in to confirm the kill, counter, or contact of an attack.

Ex:
Assasin #1:

Dashing from the hidden area he takes his shot aiming directly for the head with his laser guided scope.

Assasin #2:

Seeing the gleam of the light from the corner of his eye he turns slightly nearly dodging the bullet leaving a small cut above his eye.

(This can go on forever, which is why it's good to place your enemy in unescapable situations where Gms will have to step in and make a decision.)

Ex:
Assasin #1:

Seeing that his enemy dodged his attack his plan was coming together. It was to simply move his opponent to the C4 placed near the edge. Without hesitation he pressed the button igniting the C4.

(Assasin #2 gets a chance to counter. If it isn't effective enough the GM will come in to confirm the hit or kill.)

GM:
Being lured to the targeted area the assasin had no chance of escape, because of the close range of the C4 and the massive impact it would unleash at such range. The assasin was blown up creating a rain of blood to flow from the sky. DEATH!!!

(Some combat situations will be easy to judge and can be taken care of in the ooc such as one player dodging another's bullet. Usually when a gm is needed it will involve a well thought out plan which will require a reaction post from a gm to announce the judgement.)

Step #1: Give the OOC-GM a layout of how many stat points you were rewarded and where you want them placed,

Strength:
(How strong you are and the amount of damage you can inflict.)
Intelligence:
(How smart you are when it comes to using certain weapons, technology, hacking, etc.)
Specialty:
(The usefulness of your specialty skill and how many you can hold such as Swordsmenship, Marksmenship, Manipulation.)
Accuracy:
(Your focus in combat and probability of landing successful attacks.)
Speed:
(Your quickness and agility in combat.)
Stamina:
(The amount of endurance you have when taking damage before dying or blacking out.)
Adrenaline:
(This represents your fighting performance during combat. The greater your performance the higher your adrenaline will increase allowing you to out perform your enemy in battle. GMs will award 1-5 points based on the execution of attacks and kills. After reaching multiples of 5 each stat area increases by 2 points each. But once a battle is concluded your adrenaline desends back to 0.)
Revenge:
(This determines stat debuffs and the eventual Berzerker's Rage)
Stealth:
(This determines how quietly you move during combat, how hidden you remain, and how silently you kill.)

Step #2: Give me a list of all purchases, their total price added up (by you), and your after spending account.

(Weapon) (Price)
(Weapon) (Price)
(Weapon) (Price)
(Weapon) (Price)
(Weapon) (Price)

Total:

Current Account balance:

Ending balance:

*If you have any questions about special purchases, customizations, feel free to ask before you begin or you'll kick yourself later.

(For anyone that doesn't follow this layout their profile will not be update, because it takes a hell of alot of time to update person to person so please use this in the future. Anyone who doesn't follow the rules will be given a warning, then banned from play. Thank You!!!)


10 Point Combat Scale: This ten point system is designed to rank your performance on the following; Creativity, Stealth Execution, Completion of Objectives, Fighting Technique, and Overall Assignment Completion out of a possible perfect 10 points.

Creativity: This will tell me how well you used your enviornment, weapons, other players, and how you manipulated just about every possible resource to get the job done. I'm looking for detail, good planning, and unique outside the box methods of execution.

Stealth Execution: Silence and less detection is what I'm looking for here. I want to see how efficiently you can take out a target without both being seen and escape without too much trouble. Covering up your tracks and not leaving evidence are the marks of true assassins.

Completion of Objectives: Throughout the process of finding, confirming, obtainning, kidnapping, and killing your targets you may face obstacles you must accomplish first before starting the bloodbath. These objectives should be completed to lessen the chance of mission difficulty rising. These may also be specific requests from employers such as the style of the kill itself. I'm looking for flawless completion.

Fighting Technique: Kill or be Killed. I want to see your style of combat show itself in your play. Adding detail to your combat situations will greatly help this along. Show some form of uniqueness in your posts not just simple executions that's not worth reading. When you can, cut loose and let the blood flow.

Overall Assignment Completion: Simply your performance overall. You hit every point above and this is easy to accomplish. I'm looking for high scores in creativity, stealth, completion of most side objectives, and technique. Another factor is getting the job done period. You can utterly suck at everything above but if you still complete the job you may still get some points here.

*Keep this in mind, you may have weaknesses in some areas such as creativity, but if you exceed more in another area such as stealth then you can make them points up.
*Head GM does reward additional points to players who go beyond the average into bada**ery by handing out Combat Awards.

I'M A BADA** AWARD- Pulls of a flawless mission, leaves no evidence, escapes without zero problems, has no injuries, kills all targets without being seen, and at the same time makes it all look awesome and unforgettable.

Most Creative Award- Delivers the most creative way of doing something from a kill to a counter or infiltrating enemy territory, etc.

Best Team Work Award- Shows how two or more individuals effectively work together to pull off an assignment. But most importantly does it better than any past or present team actions.

I Survived Award- Survived a near death event that seemed greatly impossible to escape. This may be a difficult mission, enemy, etc. Just by surviving doesn't mean you automaticly get this award. This survival has to be amazingly impressive.

Most Kills Award- Who so ever grabs the most kills out of everyone in the mission. Varies depending on who's the target.

Walk In & Walk Out Award- Does exactly what the mission requires. Nothing more nothing less. Walks in gets the job done and walks out. Basicly being a cold hearted killer.

Above And Beyond Award- Goes beyond what the mission requires doing a little extra for the employer for example cleanning up evidence or killing future enemies.

Best Kill Award- Whoever delivers the best kill creatively and most importantly brutally.


These are only examples to help you if you can't think of any.

Marksmenship
Swordsmenship
Disguise
Infiltration
Tae Quan Do
Knife Handling
Demolition
Organization Infiltration
Impersonation
Archery
Hacking
Parkour
Kung Fu
HipKido

Sickly
11-05-2011, 06:11 PM
so who is interested in being apart of a world of assassins?

Sickly
11-07-2011, 05:18 AM
srsly ppl this needs support

Sickly
12-04-2011, 08:37 PM
bringing this back up
wondering if ppl are still interested

Kris
12-04-2011, 08:43 PM
I kinda consider it. It looks great.

Kris
12-05-2011, 08:15 PM
I'll get this to move to Persistent Worlds and World Building Help and Recruitment.

Snotgirl
12-05-2011, 08:59 PM
I sorta like it.
Although I am considering having my character headbutting a bullet now...
I am thinking on joining.