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Generation Vice

"Either the world makes you its... female canine... or you make it yours."

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  • Mission Statement

    This is the place to explore and play Generation Vice, or GenV for short, a text-based biocyberpunk roleplaying game set in a gritty post-World War III future. You play as a citizen of the state-capitalist society of Trinity City, an urban nexus of bleeding-edge technology and corporate chaos enclosed behind titanic walls from the decaying world beyond. In T.C., money means more to the economics of everyday life than ever before in human history, and anyone with a thirst for survival will do anything to get their hands on it- even if it means murder, and the particularly power-hungry will go to more drastic lengths than that to bend the grizzly world they live in to their will. So fill up your rig, grab a gun or two, and take a psychotic, cybernetic, blood-soaked journey through a generation of vice.

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    24 Members
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    5 Years as a Group
    Total number of years this group has been active
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originally posted in:Generation Vice
Edited by Chillton: 6/10/2019 6:09:00 PM
3

Generation Vice: The Firesmith (Page 2)

PAGE 1: https://www.bungie.net/en/Groups/Post?groupId=3774846&postId=252403808&sort=0&page=0 — [b][u]AMMUNITION[/u][/b] [b]Rubber Rounds [-€25]—[/b] Non-lethal rubber bullets, made to stun and incapacitate targets rather than kill them (very low impact and very low recoil); retrievable and reused after being fired; compatible with any ballistic chassis. [b].22 [-€50]—[/b] Low-caliber bullets (low impact and low recoil); compatible with ballistic pistols and ballistic SMG’s. [b]9mm [-€100]—[/b] Medium-caliber bullets (moderate impact and moderate recoil); compatible with ballistic pistols and ballistic SMG’s. [b].45’s [-€200]—[/b] High-caliber bullets (high impact and high recoil); compatible with ballistic pistols and ballistic SMG’s. [b].44 Slugs [-€400]—[/b] Very high-impact bullets (very high impact and very high recoil); compatible with ballistic pistols. [b]5.56mm’s [-€100]—[/b] Medium-caliber bullets (moderate impact and moderate recoil); compatible with ballistic rifles. [b].308’s [-€200]— [/b]High-caliber bullets (high impact and high recoil); compatible with ballistic rifles. [b]12-G Buckshots [-€200]—[/b] Low-gauge shells which detonate into a scatter-spray of pellets (moderate impact and moderate recoil; -1 accuracy tier); compatible with ballistic shotguns. [b]12-G Slugs [-€200]—[/b] Low-gauge slug-shells (high impact and high recoil); compatible with ballistic shotguns. [b]8-G Buckshots [-€400]—[/b] Very low-gauge shells which detonate into a scatter-spray of pellets (high impact and high recoil; -1 accuracy tier); compatible with ballistic shotguns. [b]8-G Slugs [-€400]—[/b] Very low-gauge slug-shells (very high impact and very high recoil); compatible with ballistic shotguns. [b].300’s [-€100]—[/b] Medium-caliber bullets (moderate impact and moderate recoil); compatible with ballistic snipers. [b]7.62mm’s [-€200]—[/b] High-caliber bullets (high impact and high recoil); compatible with ballistic snipers. [b].50’s [-€400]— [/b]Very high-caliber bullets (very high impact and very high recoil); compatible with ballistic snipers. [b]IEG Batteries [-€75]—[/b] Ionized electron-based gas batteries which differentiate in projectiles depending on chassis (low impact and very low recoil in pistols and SMG’s; moderate impact and low recoil in rifles and snipers; moderate impact and low recoil, plus scatter-spray of projectiles [-1 accuracy tier], in shotguns; +1 accuracy tier on all chasses); each battery has limited amount of rounds based on applied chassis (pistols=12, SMG’s=24, rifles=20, shotgun=6, sniper=8); compatible with any energy chassis. [b]Volt Batteries [-€85]—[/b] Electricity-based batteries which generate bolts of lightning and differentiate in projectiles depending on chassis (very low impact [stun] and very low recoil [ +1 accuracy tier] in pistols; low impact and very low recoil [+1 accuracy tier] in SMG’s; moderate impact and low recoil [+1 accuracy tier] in rifles; moderate impact and low recoil, plus scatter-spray of bolts [+1 accuracy tier], in shotguns); each battery has limited amount of rounds based on applied chassis (pistols=8, SMG’s=14, rifles=12, shotgun=4); compatible with energy pistols, energy SMG’s, energy rifles, and energy shotguns. [b]Force Batteries [-€95]—[/b] Kinetic energy-based batteries which generate non-lethal blasts of kinetic energy which violently push targets (very low impact and low recoil); each battery has limited amount of rounds based on applied chassis (pistols=6, rifles=16, shotgun=6); compatible with energy pistols, energy SMG’s, energy rifles, and energy shotguns. [b]Scorch Batteries [-€105]—[/b] Fire-based batteries which generate streams of flame (low impact [+1 impact tier against burning target per turn] and very low recoil); each battery has limited amount of rounds based on applied chassis (SMG’s=20, rifles=24); compatible with energy SMG’s and energy rifles. [b]Nova Batteries [-€115]—[/b] Microwave-based batteries which generate currents of microwave energy which superheats and eventually combusts organic targets after being continuously hit for 5 turns (low impact [+1 impact tier against continuously hit target per turn] and very low recoil); each battery has limited amount of rounds based on applied chassis (SMG’s=16, rifles=14); compatible with energy SMG’s and energy rifles. [b]Pea Flechettes [-€100]—[/b] Small biomechanical flechettes which differentiate in effects on impact based on hormone inputs selected on chassis’ chem-dial (cortisol=toxin [kills untreated targets in 10 turns], testosterone=seeking, melatonin=sleep [knocks out targets in 5 turns], dopamine=berserk [maddens untreated targets in 5 turns], adrenaline=strength/pain negation, somatotropin=heal [heals minor flesh wounds in 5 turns, major flesh and minor bone wounds in 10, and major bone wounds in 15 turns]) (very low impact and very low recoil); if user consumes specific drugs, effectiveness of hormonal effects related to consumed drug will be doubled; can be retrieved and reused after being fired; compatible with chemical pistols, chemical SMG’s, chemical rifles, and chemical snipers. [b]Harpoon Flechettes [-€200]—[/b] Long, barbed biomechanical flechettes which differentiate in effects on impact based on hormone inputs selected on chassis’ chem-dial (cortisol=toxin [kills untreated targets in 10 turns], testosterone=seeking, melatonin=sleep [knocks out targets in 5 turns], dopamine=berserk [maddens untreated targets in 5 turns], adrenaline=strength/pain negation, somatotropin=heal [heals minor flesh wounds in 5 turns, major flesh and minor bone wounds in 10, and major bone wounds in 15 turns]), double effectiveness of hormonal effects, and fasten themselves into flesh of target to resist removal (low impact and low recoil); if user consumes specific drugs, effectiveness of hormonal effects related to consumed drug will be doubled; can be retrieved and reused after being fired; compatible with chemical rifles and chemical snipers. [b]Scatter Flechettes [-€150]—[/b] Shells of small biomechanical flechettes which differentiate in effects on impact based on hormone inputs selected on chassis’ chem-dial (cortisol=toxin [kills untreated targets in 10 turns], testosterone=seeking, melatonin=sleep [knocks out targets in 5 turns], dopamine=berserk [maddens untreated targets in 5 turns], adrenaline=strength/pain negation, somatotropin=heal [heals minor flesh wounds in 5 turns, major flesh and minor bone wounds in 10, and major bone wounds in 15 turns]) and detonate into a scatter-spray of a dozen flechettes (very low impact and very low recoil; -1 accuracy tier); if user consumes specific drugs, effectiveness of hormonal effects related to consumed drug will be doubled; compatible with chemical shotguns. — PAGE 3: https://www.bungie.net/en/Groups/Post?groupId=3774846&postId=252403918&sort=0&page=0

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