Gun School CYOA

Currently WIP

If you have any suggestions, you may use admonition: note to add your suggestion in the specific section.

e.g. If you want the number points increased for an option then put an admonition above the choice name

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Application

You tune out the the latest war update and notice a notification pop up in one of your devices. An email for the Mineric University, [Error] Campus claiming to have accepted your application. It's not everyday that such a prestigious school would just so happen to land on your lap. It's no scam mail either. Whether you actually applied or not does not matter, this is an opportunity many would not ignore, especially at times like these. What does the email say?
[Pick one]

  • Students
    Congratulations. Your application has been accepted, and may enroll onto any of the available collages at [Error] Campus. In order to uphold our goals as an inclusive institution, all transport, tuition, and residency will be handle by the campus as part of the scholarship program. As an up and coming student of our university, you are expected to follow each of the rules and guidelines available through the link or attachment included within this message. Especially since you will be residing outside of your country's jurisdiction.
    [Cannot take any of the Jobs options in the Schedule section]
  • Graduate
    Welcome back. As you have selected the Scholar Aid program in lieu of your post-graduation services and duties, it is important to keep in mind that you will be assisting students just like you at the start of their academic journey. Likewise, your skills in a Class will be considered better than those of students with equal Sessions spent, but not better than those who have invested more Sessions than you. As is customary to this campus, one of the magazines of your registered firearm will be replaced with Live Rounds at no Risk.
    [Cannot take more than 24 points of Break options in the Schedule section]
  • Staff
    Attention. Project Baby Tooth is now under priority 2. You are to be assigned as a staff member in [Error] campus in order to protect all successful test subjects, and ensure their efficacy until the end of the end of the Temporary Peace Treaty (est. 1545). Your experience on the field has made it so that any skills in a given Class is considered 1 Session greater than those of students with equal Sessions spent. Any and all ammunition provided to you will be Live Rounds at no Risk. Remember that the student's safety is your top priority.
    [Cannot take more than 12 points of Break options in the Schedule Section]
    [Must take at least 1 Job, and start with -5 UC]

Region

Although provided by the Mineric Union and based in the Gumaban States, any and all people may be accepted by the school no matter where you come from.
[Pick one]



Map of Camia as of v0.5.2



  • North Causcian (%&#)
    Those from Primozka, Towanna, and Itukut. People within this region are kind but resilient, relying on each other to survive to cold, barren lands they inhabit. Primozka in the west initially occupied by Tsuruoski, now acts as the northern ally of the Mineric Union. Towanna in the center has since before the continental war cultivated an image of peacekeeper due to its actions in the Western Emusian confict. And Itukut in the east is a remote territory of Rodrinc covered by a permanent sheet of ice now mostly populated by the native indigenous people while retaining some Kreig culture.
  • Central Causcian (%&#)
    Those from the Mineric Union. People within this area are as varied as the regions occupied. They all value freedom and individualism above all else, with different states often acting independently of each other leading to a chaotic but wealthy country. The western territories are often the more progressive of the states with great immigrant influences. The central territories with more conservative and religious culture relating to its agricultural history. And the eastern territories acting as the origin point of the country, now serves as the cultural and business hub of the Union.
  • South Causcian (%&#: %&#, %&#, %&#)
    Those from Coneniko, Zambile, and Uenal. People within this area are resourceful and energetic despite the heat and humidity of the region. Coneniko in the west is overrun with war and corruption stemming from its vast crime syndicates fighting amongst each other. Zambile in the center is home to vast tropical forests, rich agricultural potential, and an emerging economic environment. And Uenal in the east equally as rich in natural resource, but due to deteriorating foreign relation and constant civil unrest, is unable to capitalize on its wealth amongst constant coups and dictatorships.
  • Kreignough (%&# + %&#)
    Those from Rodrinc, Skalchia, and Tsuruoski. People within this area are stern and strong due to the cold wasteland they call their home. Rodrinc in the west tough relatively thin population density, has high quality of life for its citizens often through the rich fishing industry. Skalchia in the center is a damp country once a part of Tsuruoski, though now independent yet still shares people with its previous ally. And Tsuruoski in the east acting as a large powerhouse due to its rapid industrialization, yet most of the country remains uninhabited due to the harsh climate all throughout its north.
  • @ Royal Alliance (%&#: %&#, %&#, %&# + %&#, %&# + %&#, %&#)
    Those from Cirfau, Rithland, Diotsch, Nalatia, and Gamallonna. People within this area are proud yet objective due to long histories of enlightenment and monarchies. Cirfau in the west is one of top agricultural regions, with a sense of liberty rivaling that of the Mineric Union. Rithland in the south west composed of both mainland and and the southern islands acts a unification of multiple kingdoms. Diotsch in the center

Diotsch
Rithland occupies the islands towards the south west and is one of the few countries that continues a monarchy.
Nalatia in central ally territory used to be a superpower of wisdom and culture during early civilization.
Gamallonna in the southwest had strong ties to religion during its rule over colonies.

  • @ Gumaban States (%&#: %&#, %&#, %&#)
    Those from Nahari, Gonho, and lakanar. People within this area are Joyous yet cautious, trying to reverse the damage caused by occupation. Nahari in the north occupies a vast desert with a high biodiversity. Gonho in the center is both rich with natural resources and strife. And Lakanar in the south with most of its cities situated near the coast if not for the diamond mines that litter the dry plains.
  • Western Emusian (%&#)
    Those from Qekur, Al Byria, Firasi, and Sihndi. People within this area are charismatic and shrewd, if a bit headstrong due to frequent trade despite dry landscape they inhabit. Qekur in the north east occupies one of the oldest regions with a long, mixed history split between different regions. Al Byria in the north west with vast dunes, yet has become a center of wealth and power in the region. Firasi in the far west contains ancient cities that preserve the birth of most religions. And Sihndi in the south which brings with it a rigid caste system and a culture filled with spice.
  • Eastern Emusian (%&#)
    Those from Langzhou, Nemala, Daeming, and Nikoku. People within this region value traditions and collectivism, where upholding the status quo is of the upmost importance. Langzhou in the west encompasses a wide region where the influences of its ancient kingdoms can still be felt throughout Emusia. Nemala in the center occupies great mountain ranges in cloud-peeking temples. Daeming in the north east who's recent rise had made it a hotbed of pop culture exports. And Nikoku in the east which has become a leader in robotics and electronics industry, combining old values with new trades.
  • @ Marlika Isles (%&#)
    Those from Gongma, Maleyo, Oesha, and Soutralis. People within this region are adaptable and lighthearted.
  • Protected Areas
    Those from the polar regions, and the numerous organized and unorganized islands throughout the world. Theses may also include those from communities within reserves, or are itinerant. There are no distinguishing traits for people within theses regions as

Background

This section refers to the financial capability of your family. Although the needs of any student are provided by the campus equally, many less fortunate students are compensated by the campus to make up for the lack of support your parents may be unable to provide.
[Pick one]

  • Poor [+5 UC]
    Minimum income or lower. Fills most basic needs, but struggles to make ends meet day to day without any form of financial support.
  • Difficult [+2 UC]
    Above minimum, but unsustainable. All basic needs are met, but requires significant effort to sustain an average lifestyle.
  • Middle [+0 UC]
    Average income. Able to afford some luxuries and amenities from allotted savings with careful planning of the family budget.
  • Comfortable [-2 UC]
    Above average income. Able to cover for luxurious lifestyles occasionally without risking house utilities or necessities.
    [Free 1 Amenity]
  • Rich [-5 UC]
    Very wealthy. Can pay for most things very easily without affecting savings. Often supported without the aid of university scholarship.
    [Free 2 Amenities]

Conditions

Please check any of the boxes that corresponds to a medical condition you may have that will affect your learning experience on campus.
[Each condition goes from tier 1 to tier 3 and each tier gives UC for each tier taken. Each tier also includes the effects of the tier below them. This means that the effect of a tier 2 condition also contains the effect of the tier 1 unless worse or overwritten by the higher tier's effect. You may not take multiples of the same condition (e.g. you may not have multiple Addiction 1s).]
[Pick as any number, including none]

  • Addiction [+1 UC]
  • Check once if the consumption of common, legal substances such as coffee or sweets prevents tremors and lack of body coordination.
  • Check twice if the consumption of a common illegal substance such as various "soft" drugs prevents mood swings and paranoia.
  • Check thrice if the consumption of an uncommon illegal substance prevents nausea, hallucinations, lack of focus, and memory loss.
  • Allergy [+1 UC]
  • Check once if an uncommon material such as corn causes mild allergic reaction such as skin irritation or swelling in the area.
  • Check twice if a common material such as leather or latex causes common allergic reactions such as rashes or difficulty breathing.
  • Check thrice if a common material causes debilitating allergic reactions such as loss of motor function or even death.
  • Eye Problems [+1 UC]
  • Check once if you have problems with your eyesight. Scopes will be adjusted accordingly, but you may have difficulty using sights.
  • Check twice if you are experiencing loss of vision in one eye. You may have difficulty judging distance and tracking moving objects.
  • Check thrice if you have lost all vision from both eyes. Learning will be difficult, but you will be assisted by graduates and staff.
  • Reduced Dexterity [+1 UC]
  • Check once if you constantly experience minor twitches on your fingers while griping objects tightly or operating equipment.
  • Check twice if small, constant, or unexpected stinging sensations are felt that causes twitching whenever hand muscles are exerted.
  • Check thrice if the use of your hands in any dexterous matter is difficult such as being unable close your fist, or form gestures.
  • Nonfunctional Limbs [+2 UC]
  • Check once if one limb or several digits are missing or paralyzed which may make operating Rifles difficult without assistance.
  • Check twice if two or three limbs are nonfunctional. Wheelchairs and crutches are provided automatically if required for mobility.
  • Check thrice if all four limbs are nonfunctional. Simple tasks will be difficult without assistance from staff or devices.
  • Cardiovascular Disability [+1 UC]
  • Check once if you have a longer resting duration after heavy physical activities, or become tired quicker than average.
  • Check twice if you find yourself out of breath from common physical action such as jogging or climbing a flight of stairs.
  • Check thrice if you become exhausted from common physical exertions such as lifting light objects or walking short distances.
  • Mental Deficiency [+1 UC]
  • Check once if your mental capacity for education is lower than average, causing a [Class] learned to be 1 [session] less effective.
  • Check twice if your mental capacity causes any [Class] to be as though it was 1 [session] less effective compared to peers.
  • Check thrice if learning from any [Class] is too difficult and does not provide you with any relevant skills and knowledge.
  • Mental Disorder [+1 UC]
  • Check once if a mental disorder may cause you to have difficulty communicating or socially interacting with others such as anxiety.
  • Check twice if a mental disorder often makes it hard for people to understand you and causes you to have a bad reputation with peers.
  • Check thrice if a mental disorder may prevent you from cooperating or coordinating in any way with any squad mates.
  • Mental Instability [+1 UC]
  • Check once if you have frequent uncontrollable erratic behavior or mood swings that make it difficult to focus on a task.
  • Check twice if you frequently act as though you were a different personality, even going as far as having different sets of memories.
  • Check thrice if you are in a constant state of self-conflict that makes you hard to difficult to understand even to yourself.
  • Hallucinations [+1 UC]
  • Check once if you experience auditory or visual hallucinations that may distract you in class, or during operations and missions.
  • Check twice if you experience audiovisual hallucinations that may be difficult to distinguish during high intensity situations.
  • Check thrice if you experience hallucinations that produce audiovisual and tactile feedback difficult to discern from reality.
  • Trauma [+1 UC]
  • Check once if stimuli related to the event causes you to be monetarily distracted and ignore any other stimuli for a few seconds.
  • Check twice if stimuli related to the event causes you to hallucinate and relive the event, reenacting until stopped.
  • Check thrice if stimuli related to the event causes active panic, making it difficult to snap you out without considerable effort.
  • Phobias [+1 UC]
  • Check once if the trigger is rare such as a fear of sharks and may only cause you to flinch or avoid any related stimuli.
  • Check twice if the trigger is uncommon such as a fear of spiders and may cause you to faint or lose fine motor control.
  • Check thrice if the trigger is common such as the fear of the number 13 and may cause paralysis or loss of motor functions.

Beneficiary

Should anything happen to you while on campus or in an operation your chosen beneficiary will be contacted and will receive any personal belongings of value.
[Pick one]

  • Significant Other [-2 UC]
    Items will be donated to a significant other should anything happen to you. They can be kept anonymous as they may become a liability.
  • Family [+0 UC]
    A family member of your choice will receive your items should they not be a student, a graduate, connected to the campus or its staff.
  • Friend [+1 UC]
    Should your family be conscripted or dead. It cannot be guaranteed that they will be out of service or alive to receive your items.
  • Pet [+3 UC]
    An uncommon choice, but will be respected. Arrangements will be made due to non-sapience. For those who have little left to give to.
  • Stranger [+5 UC]
    A random person, or someone you have no relation to will. You will have very little control over who receives your items.

Be warned that those of lower ability and status will be prioritized for high risk missions.

Classification

After all the necessary details have been filled out, a small message is sent based on the reason for the application.
[Pick one]

  • Management
    As a future commanding officer in charge of equally capable troops or operators, it is important to gain first hand experience of the tactics you will be utilizing during potential conflicts. Make the most of this learning experience to test out your tactical acuity.
  • Informations
    As an information specialist in either on field extraction or digital data gathering, your safety cannot be ensured should you be compromised. As such, studying on campus will be an opportunity to gain the skills and tools necessary for independent personal defense.
  • Combat Service
    As a beneficiary of the Veteran's Aid program due to your or a relative's service, you will be assigned a slot for [Error] campus as compensation. If you wish to continue your service, or follow in your relative's footsteps, additional combat training may be provided.
  • Rehabilitation Program
    As a recently convicted felon, the associated correctional facility has agreed to greatly lower your sentence should you utilize your skills as part of a registered fireteam. Failure to comply during mission may result in a harsher punishment to you and all related parties.
  • Civilian
    As a promising candidate from the standard civilian population, your enrollment is another great opportunity to improve the well being of your fellow countrymen through your acquired skill set. Please ensure that all details in the waiver form are both correct, recent, and true.
  • Classified (Miscellaneous)
    Classification field empty. It is unknown why you have been included as part of the program. Something's wrong. To you it may look like any other school, but it's just some sort of crazy training facility they're baiting gullible idiots to join. Will you continue to play the fool?

Free Equipment

All registered personnel are given access to the equipment below. You will be given sufficient housing, standard nutritional supply, and equipment resupply and repairs regardless of your registered status. Any gear not labeled optional must be on your person at all times.

  • Field Earpiece
    Special ear devices that reduce the impact of gunshots on the hearing abilities of developing students. It can also act as a headset for communication on field as well as a pager to help remind students of classes.
  • Protective Goggles
    Special eye wear that reduces glare and blue light while worn. It can also protect the eyes of a student from safety bullets.
    *
    M2 Skin Mesh
    A skintight suit that is fitted under clothes. It provides safety from safety bullets while also retaining the student's flexibility and degree of motion. Simulates the pain of combat damage without applying permanent injury.
  • Personal Learning Device
    A smartphone with school applications pre-installed. Resistant to harsh conditions, safety bullets, and technical tampering from outside sources. All information sent or received by the device is automatically encrypted, monitored, and pre-censored according to campus standard.
  • Personalized Firearm
    The student will be working with our specialized gunsmith in order to produce a firearm suited towards the courses enrolled in.
    [Refer to the Guns Section at page x]

Optional Free Gear
[Pick any three for free. Any additional gear from this section cost -3 UC]

  • Combat Vest
    Bullet-resistant armor meant to reduce penetration and the impact of bullets on the torso. Bruising and pain may still occur when shot.
  • Field Knife
    Multi-use knives with straight, curved, and serrated edges for survival and combat situations. Comes with its own sheath.
  • Multi Tool
    Compact multi tool containing a screwdriver, pliers, flat-edge knife, wrench, can opener, flashlight, and tinder for survival situations.
  • Emergency kit
    A basic set of medical supplies such as bandages, antibiotics, and sanitary equipment to treat a variety of injuries or conditions.
  • Maintenance Kit
    A set of brushes, whetstones, and screwdrivers used to repair and maintain weapons of all types such as firearms, swords, and knives.
  • Bandolier
    A sash-like ammunition pouch for holding magazines or individual cartridges very easily. Increases magazines supplied by 2 once only.
  • Body Camera
    A bullet-resistant camera that records your movement in an operation. Can be linked to and streamed on the squad's devices to aid in scouting.
  • Bike
    A simple two-wheeled transport that requires manual power in order to drive. Can be folded and stored in a pack while on the battlefield.


Equipment

Those eligible to private scholarships are provided a budget of 125 universal currency (UC) for their personalized firearm and field equipment. Equipment can range from body armor, melee weapons, and even various amenities should it fit your allocated budget. Any equipment with "per deployment" in the description is resupplied every mission, exam, and start of the school week. Any equipment may be requested multiple times in order to increase their supply or efficacy. Allocate your budget well as you will also use the given UC for firearm creation and personalization.

Each equipment may be purchased repeatedly to own multiple copies of said equipment, add another trait, remove a negative trait, or upgrade its ability.

Equipment bought can be integrated with other integrated equipment at an extra 1 UC for each equipment combined
e.g.

An Electroshock Device with integration (4+1 UC) and an Irritant Spray with integration (3+1) can be fitted into a Ballistic Shield that also has integration (7+1 UC) meaning that an Electro-Chemical Shield would cost 17 UC

Improved Earpiece [-3 UC]
Standard Earpieces upgraded with a greater sound damping system to reduce the impact of stun grenades while retaining greater hearing.

Improved Goggles [-4 UC]
Standard protective goggles upgraded with UI linked to devices such as Target Finder. Acts as normal Protective Goggles when disabled.

Night Vision Goggles [-4 UC]
Monochrome visual device that allows for delayed sight in low light environments. may be mounted on a helmet or head with straps.

Chemistry Goggles [-3 UC]
Goggles made from reaction resistant materials that help identify the base components of chemical substances after a brief scan duration.

Disguise Mask [-1 UC]
A special adjustable mask that can mimic any photographed face added to its database. Takes approximately 30 minutes to reshape itself.

Rebreather [-2 UC]
A breathing device that recycles carbon dioxide and converts it to oxygen. Used during low oxygen, underwater, or toxic operations.

Sneaking Shoes [-4 UC]
A set of shoes with softer patterned soles used to reduce noise and leave modified tracks in both urban and off road environments.

Hiking Boots [-3 UC]
Weather resistant boots with soles that provide better traction in harsher environments. Eases traveling over very rough terrain.

Climbing Claws [-3 UC]
Gloves with a set of hooked points used to latch on even the smallest ledges. Capable of scaling 90 degree building faces with no perches.

Limb Brace [-2 UC]
Limb support to 1 limb per purchase. Can be used to increase strength and carry load, or aid crippled limbs. Must be attached to a limb.

Prosthesis [-5 UC]
A single robotic limb replacement with increased strength, dexterity, and durability. May be disabled or hacked. Mechanical prosthesis are free.

Glider [-6 UC]
A metal frame with synthetic fabrics stretched across that allows one to one to improve their lift for sustained fall over far distances.



Costume [-2 UC]
A set of clothes set to a specific theme used to disguise oneself as being part of a specific faction or group such as police uniforms.

Hazmat Suit [-6 UC]
A fully sealed suit with its own breathing apparatus which makes it safe to handle most chemical, and biological hazards when not damaged.

Ghillie Suit [-5 UC]
A full body suit that resembles foliage or debris of a specific environment and season. Each purchase adds an additional camo type.

Chameleon Gear [-7 UC]
A suit made from interwoven cameras and displays that mimic the colors of an area. Fragile and does not cover the face, arms, or legs.

Flak Jacket [-4 UC]
Interwoven plates in ample padding allow the vest to protect from shrapnel and most explosive weaponry, but not from direct bullet impact.

Armor [-7 UC]
Thick plating surrounding most extremities meant to block higher caliber fire, or higher power explosives. Hot and exhausting to wear.



Irritant Spray [-3 UC]
A spray made from natural compounds that causes irritation in contact with skin, eyes, and orifices, stopping targets under the effect.

Electroshock Device [-4 UC]
A short ranged device that when in contact with skin delivers an electric current that disables one's voluntary control of muscles.

Riot Shield [-4 UC]
A clear, non-metallic shield that covers both the head and legs used to block melee attacks and low velocity projectiles.

Ballistic Shield [-7 UC]
A large shield made from bullet resistant materials that comes with an armored viewing port and can withstand most Rifle Calibers.



Breaching Device [-5 UC]
Battering rams, or two handed weapons such as sledge hammers or axes specialized in removing obstructions. Can be used as makeshift arms.

Melee Arms [-4 UC]
One of a variety of melee weapons from bats to polearms made from a non-rusting alloy which can be used when out of ammunition.



Throwing Arms [-3 UC]
A set of 4 throwable weapons per deployment such as darts, throwing knives, or throwing stars that may stick or bounce on surfaces.

Explosive Device [-6 UC]
2 explosive devices per deployment such as grenades, or C4's. Safety explosives provided cannot damage certain structures or equipment.

Incendiary Device [-5 UC]
2 incendiary devices per deployment such Molotov cocktails, miniature propane tanks, fire bombs, or fuses that fuel or create flame.

Tactical Device [-6 UC]
2 tactical devices per deployment such as smoke grenades, flashbangs, or EMP's. Tactical devices will not affect most campus electronics.

Ammunition Case [-8 UC]
1 package per deployment for your squad to resupply. Each case adds 4 magazines of any type to an ally's total magazine pool temporarily.

Plate Case [-6 UC]
1 package per deployment of 4 ceramic plates used as inserts to existing armor that improves bullet resistance to the plate area.

Decoy [-3 UC]
2 hand-sized devices per deployment designed to be thrown and create a constant noise, or flashing lights on impact with a surface.

Alarm [-4 UC]
2 small, stationary devices that can be planted in an area to periodically scan and alert for movement a few seconds after priming.



Reagents [-2 UC]
Chemical compounds used to create reactions on the field due to their reactivity or volatility, but are generally explosive when combined.

Retardants [-1 UC]
Chemical compounds that help slow down chemical reactions when applied or added to the mixture. Used to pacify explosive reactions.

Poisons [-4 UC]
Chemicals that slow body processes, or impair bodily functions temporarily. Repeated purchases alter 1 extra launcher magazine.

Stimulants [-4 UC]
Chemicals that speed up body processes, but may speed up the bleeding of open wounds. Repeated purchases alter 1 extra launcher magazine.

Dispersal Device [-3 UC]
A small device used to spread liquid chemicals as a cloud of smoke that covers a small area for a short duration until resupplied.

Jamming Device [-7 UC]
A deployable device that disables electronic devices within an area for a long duration similar to an EMP grenade until destroyed.

Dismantling Device [-5 UC]
A Tool used to break down and dismantle materials, obstructions, or other devices such as blowtorches, thermite, and electrical saws.

Repair Kit [-5 UC]
A small set of tools, parts, and lubricants that are used to repair and maintain vehicles, devices, and drones while on the battlefield.

Field Medical Kit [-4 UC]
A set of surgical tools and medicines required to perform complicated medical procedures and treat severe wounds while on the field.

Grappling Hook [-5 UC]
A portable pulley system used to transport people and packages vertically. The tether has a range of 20m and can carry 200kg loads.



Range Finder [-2 UC]
A small device that displays both horizontal distance and point distance of a target. Used as an aid for spotters and snipers.

Locator Device (movement based, sound based, heartbeat) [-7 UC]
A fragile device used to locate and display humans through a single method such echolocation, or movement within a short range.

Vision device (heat, night, xray) [-6 UC]
A device such as xrays or thermal cameras that converts information to a spectral range used to identify targets in different conditions.

Scouting Camera [-4 UC]
Sturdy endoscopes that can be slipped between cracks or under doors in order to inspect and survey rooms before entering or breaching.



Portable Barrier [-5 UC]
Chest high collapsible barriers made from bullet resistant materials used to add cover. Can be used as a small shield when not deployed.

Wall Reinforcement [-4 UC]
A set of interlocking panels when deployed onto a stable, flat surface reinforces an area covering approximately 1 by 2 meters.

Bear Trap [-5 UC]
2 mechanical traps per deployment that locks on to a limb and weighs it down, affecting mobility until removed. Does not cause wounds.

Mounting Tripod [-3 UC]
A sturdy tripod for mounting larger weapons such as Gatling guns, mortars, or any vehicle mounted launchers, and stabilizing firearms.

Barbed Wire [-6 UC]
Steel wire with periodic spikes and sharp edges that damage and slow those that try to pass through. Can be electrified with a generator.

Caltrops [-4 UC]
1 bag per deployment of small tetrahedron-shaped spines that can be laid on the ground to stop vehicles, or slow animal approach.

Mini Generator [-5 UC]
A deployable generator that can be used to power structures for a short period of time, or charge drones while away from the campus.

Gun Integration [-3 UC]
Repeated purchases add 1 slot to 1 gun that occupies one of the attachment slots and can hold 1 equipment that is available for integration. Integrated equipment can be detached and swapped out.

Contraband

Hey, is this thing working? It is?! Good. If you're reading this then I've got a deal for you. I may have some stuff you might be looking for which the big guys on campus might not like. Don't worry, I've got a few hands on the inside to safely deliver whatever you need, but hiding it from the feds is your responsibility. Don't mind the [Risk], it's totally safe. So, do we have a deal?

(Dealer - %&#)
Live rounds [-7 UC] [5 Risk]
1 magazine of non-safety bullets for 1 gun of your choice. It's not much, but one round is all you really need to kill someone.

Live Explosives [-7 UC] [6 Risk]
2 Explosive Devices similar to those provided by the campus, but actually destroys everything. No free refills though, that's extra.

Potent Poisons [-6 UC] [5 Risk]
Most of the poisons on campus have a cataloged cure, not this. It's extra effective, so try not to play around with it like usual.

Potent Stimulants [-6 UC] [4 Risk]
Very strong stuff, to the point of it being an illegal drug. Try not to use it on yourself though, it can be quite... addictive.



(Smuggler - %&#)
Personal Device [-3 UC] [2 Risk]
A phone, a tablet, it can be anything really. It won't have the pesky surveillance protocol, but it is more vulnerable to hacking.

Tampered Earpiece [-4 UC] [3 Risk]
Campus headsets with extended range for accessing hidden channels of staff members. Oh, and it can pick up outsider radio signals too.

Campus Key Card [-6 UC] [3 Risk]
Gives access to most rooms around the campus. Yeah, even I have my limits. Keep it away from magnets, I can't help you if it resets.

Dorm Key Card [-5 UC] [2 Risk]
Gives access to any student and graduate dorms. You can use it to prank your friends! But who am I kidding, I know what it's for.

Password Collection [-8 UC] [4 Risk]
Okay, this thumb drive should have most personal passwords of most students and graduates. 2nd purchase for staff, you know the drill.

Bunker Key [-5 UC] [0 Risk]
A bit irrelevant, but this gives you access to an old bunker in the north you can use as a base if you ever plan on visiting here.



(Hacker - %&#)
Remote Function Key [-3 UC] [4 Risk]
A USB-like device that can be used to remotely activate any code stored within. Plug it in somewhere hidden, and let it do the rest.

Computer Virus [-5 UC] [4 Risk]
A nasty bugger that'll stop vulnerable devices from working for a few sec's. It's untraceable too for non-techies, so use it whenever.

Data Wipe [-6 UC] [5 Risk]
One time wipe that will remove any evidence that you had access to the no-no stuff. It will be obvious when a system's wiped though.

Personal Intel [-5 UC] [6 Risk]
Classified information on one of the students or graduates. Requires 2nd purchase for intel on any staff member. You pervert.

CCTV Access [-7 UC] [7 Risk]
Gives access to campus security cameras, even extends to some cams beyond the fence. I will warn you, you may have a hard time sleeping.

Private Project Plans [-5 UC] [-Unknown- Risk]
Even I don't know what this is, but if it's hidden it's probably valuable. It's like reading some sci-fi shit or something.



(Spy - %&#)
Truth Serum [-6 UC] [5 Risk]
A bit different from the Hollywood version, a small drop will make people more suggestible. Think insta-drunk potion or something.

Tracking Chip [-5 UC] [4 Risk]
A rice grain-sized chip that'll link straight to any of your devices to track whoever you want for months. Careful with that power, alright?

Illegal Connections [-6 UC] [6 Risk]
Some of my personal contacts from the crime world. They can give favors if you're willing to pay. Only effective out of campus though.

Personal Invitation [+0 UC] [5 Risk]
A few of my contacts wanted to give you this. It's an invite. You must be very important to receive it, especially from any of them.



(Shopkeeper - %&#)
Special Book [-2 UC] [2 Risk]
I really have no idea why this is requested so much. Must've really blocked all the fun sites. Yes, it's a porn mag, get on with it.

Cheat Sheet [-1 UC] [3 Risk]
This I understand. Most exams are practical, some aren't, and most don't have the talent. It helps, but idiots are still idiots.

Alcohol [-2 UC] [1 Risk]
If you're underage I recommend not getting this. You can't be drunk on campus no matter who you are, but drinking is allowed outside.

Smoking Device [-2 UC] [2 Risk]
Same here, not recommended for kids. seriously. It's going to fuck you up. I'm not really in the position to say this, but please don't.

Illicit Substances [-5 UC] [4 Risk]
Yeah, it's drugs. Both soft and hard. Do be careful, I heard that these lead to really nasty trips. Same old warning you're sick of.

Sex Stuff [-3 UC] [4 Risk]
I don't want to know, just take it. Has "performance enhancers" as part of the package. Promise me you'll practice safely though?

Risk determines the level of punishment if ever you are caught in possession of the contraband. The more stuff, the more likely you are to be caught. Do not get caught, ever.

Guns

Firearms are the weapons of choice for this school. The process of gunsmithing has been simplified to specific Stats that help quantify the performance of the firearm. Below are an explanation of the Stats as well as several options for customizing your gun.

Stats

  • Power
    The amount of energy per shot or bullet. High Power increases piercing ability against cover and armor but may lead to over-penetration and collateral damage.
  • Firerate
    The number of projectiles that can be fired within a time frame. High Rate reduces the downtime between each bullet fired or trigger pull.
  • Range
    The distance a projectile can travel while retaining energy. High Range increases the distance bullets travel when unobstructed.
  • Accuracy
    The probability of a projectile to travel towards the intended area. High Accuracy reduces bullet spread and environmental effects on bullets during travel.
  • Handling
    The ease of carrying, traversing, and aiming with the firearm equipped. High Handling increases deployment speed and maneuverability.
  • Stability
    The ease of firing the weapon while reducing knockback and sway. High Stability reduces recoil from continuous fire, and sway while aiming high precision Rifles.

Gun Size

The size serves as the basis for most standard guns as it determines the length of the barrel as well as the size of the bullets that can be fitted. Only one size and one size modifier must be chosen per gun. Non-firearm projectile based weaponry such as crossbows, flamethrowers, and rocket launchers are their own category under Launchers.

Handguns [6P 8F 5R 10A 14H 10S] [-5 UC]
Guns intended to be held with one hand. Generally small arms used as side-weapons due to lower Power and Range, but high Handling.
[Halves total final capacity when using Semi Auto, Full Auto, or Burst Fire Action Types]
[6 magazines are provided per deployment]
[Incompatible with Side Rail Modification]

  • Full Size (~5") [+2P +0F +2R +0A +0H +0S] [+0 UC]
    Standard sized pistols with the most space allotted in the handgun line for grip space, and barrel length allowing for higher calibers.
    [Caliber ~9mm]
    +1mm +1P, and -1S. Maximum x2
    -1mm increases total capacity by 2, -1P, and +1S. Maximum x3
  • Compact (~4") [+0P +0F +1R +0A +1H +0S] [+1 UC]
    Shortened grips for easier concealment compared to full sizes. Just as common as Full Size with better Handling of recoil.
    [Caliber ~9mm]
    +1mm +1P, and -1S. Maximum x2
    -1mm increases total capacity by 2, -1P, and +1S. Maximum x3
  • Micro (~3") [-2P +0F +0R -2A +0H -2S] [+2 UC]
    Palm-sized pistols that may be stored and concealed easily at great cost to Power, Accuracy, and Stability due to its smaller size.
    [Caliber ~8mm]
    +1mm +1P, and -1S. Maximum x2
    -1mm increases total capacity by 2, -1P, and +1S. Maximum x2

Rifles [10P 10F 10R 10A 8H 8S] [-7 UC]
Shoulder-fired weapons with greater variety due to increased size. Rifles range from fully automatic close quarters, high accuracy hunting, or high range sniping.
[4 magazines are provided per deployment]

  • Long (>20") [+0P -1F +2R +4A -2H -2S] [-2 UC]
    Common length for long distance Rifles providing high Accuracy and Range. Repeated purchases increase the barrel by ~10", but -2H.
    [Caliber ~6.5mm]
    +0.5mm +1P, and -1S. Maximum x3
    -0.5mm increases total capacity by 2, -1P, and +1S. Maximum x2
  • Standard (~16") [+0P +0F +0R +0A +0H +0S] [+0 UC]
    A balance of length, Power, and Handling that is both the most flexible and most commonly used in and out of campus.
    [Caliber ~6mm]
    +0.5mm +1P, and -1S. Maximum x3
    -0.5mm increases total capacity by 2, -1P, and +1S. Maximum x2
  • Short (~10") [+0P +2F -2R -1A +2H +0S] [-1 UC]
    Common length for close quarters Rifles that prioritize Handling. Reducing its length further would classify it under Full Size Handguns.
    [Caliber ~5.5mm]
    +0.5mm +1P, and -1S. Maximum x3
    -0.5mm increases total capacity by 2, -1P, and +1S. Maximum x1

Gun Archetype

Optional additions that modify the behavior of the gun. Only one Archetype and Subarchetype may be chosen.

Shotguns [-2P -1F -4R -2A +0H -2S] [-1 UC]
Smooth-bore guns making use of shotgun shells which hold a variety of projectiles. Any of the above gun lengths may be used for this type.
[Halves total final capacity when using Semi Auto, Full Auto, or Burst Fire Action Types]

  • Birdshot [-2P +0F -2R +1A +0H +1S] [+0 UC]
    Used for small game and clay shooting. Shots are loaded with small pellet shots that spread easily after leaving the barrel.
    [Gauge ~12 gauge]
    -2 gauge -1S. Maximum x1
    +2 gauge increases total capacity by 2, and +1S. Maximum x3
  • Buckshot [-1P +0F -1R +0A +0H +0S] [-1 UC]
    Higher penetration power with lower pellet count and spread. Increased size results in increased power causing stronger knockback.
    [Gauge ~12 gauge]
    -2 gauge -1H, and -1S. Maximum x1
    +2 gauge increases total capacity by 2, +1H and +1S. Maximum x3
  • Slug [+4P +0F +2R +2A +0H +0S] [-2 UC]
    A single, heavy bullet with greater Power and Range compared to buckshot and birdshot for stopping bears and piercing cover.
    [Gauge ~12 gauge]
    -2 gauge +2P, -1H, and -1S. Maximum x1
    +2 gauge increases total capacity by 2, -2P, +1H, and +1S. Maximum x3

Light Machine Gun [+2P +4F -2R -2A -2H -2S] [-2 UC]
Hybrids between Rifles and heavy machine guns. High capacity and rate of fire with equally high weight make it harder to wield.
[Must take Rifle Sizes and Full Auto]
[Doubles base capacity]

  • Shoulder-fired [+0P +0F +0R +0A +0H +0S] [-1 UC]
    A standard, man-portable light machine gun with recoil dampening technology to reduce subsequent knockback from continuous fire.
  • Hip-fired [+0P +2F +2R -2A -2H -2S] [-3 UC]
    Light enough to be carried, but not meant for on foot shooting. With no means of aiming other than through tracers and laser sights.
  • Mount Assisted [+2P +4F +2R +0A -6H -4S] [-5 UC]
    High rate of fire with high recoil requires the gun to be mounted onto a fixed or heavy base in order to stay in position while firing.

Launchers

Weapons designed to launch projectiles other than bullets. Unconventional choice as a main weapon and very uncommon on campus.
[Incompatible with Gun Size]

  • Rocket [12P 1F 12R 5A 1H 2S] [-16 UC]
    Projectiles propelled by unguided flight. Explosives are typically attached to the head, but other packages may be used instead.
    [Muzzle Load only]
    [6 rockets are provided per deployment]
    [Incompatible with Attachments]
  • Missile [2P 0F 14R 8A 0H 1S] [-14 UC]
    Projectiles propelled by guided flight. Requires time to lock on to a target before launching the fire-and-forget warheads.
    [Semi Auto or Burst Fire only, quarter total final capacity]
    [2 magazines are provided per deployment]
    [Incompatible with Attachments]
  • Grenade [0P 4F 6R 8A 6H 8S] [-9 UC]
    Launches especially large projectiles with relatively low velocity. May shoot a variety of explosives, tacticals, and riot ammunition.
    [Quarters total final capacity when using Semi Auto, Full Auto, or Burst Fire Action Types]
    [4 magazines are provided per deployment]
    [Incompatible with Modified Muzzle]
  • Dart [0P 4F 4R 6A 12H 10S] [-7 UC]
    Non-rifle variant of a Grenade Launcher for launching smaller packages, typically darts loaded with poisons or tranquilizers.
    [Quarters total final capacity when using Semi Auto, Full Auto, or Burst Fire Action Types]
    [6 magazines will be provided per deployment]
    [Incompatible with Modified Muzzle]
  • Bolt [6P 4F 6R 12A 6H 10S] [-8 UC]
    Rifle-sized crossbows with a variety of bolt loading options. Both silent and powerful with a quick drop off at further ranges.
    [Halves total final capacity when using Semi Auto, Full Auto, or Burst Fire Action Types]
    [4 magazines are provided per deployment]
    [Incompatible with Wheel Action and Modified Muzzle]
  • Liquid [0P 12F 5R 5A 2H 12S] [-6 UC]
    A launcher focused on releasing a jet of liquid supplied via small canisters. Each canister may hold 6 liters not including propellant.
    [Incompatible with Action Types]
    [4 Canisters are provided per deployment]
    [Incompatible with Attachments]

Action Type

Action type determines the behavior of the gun before, during and after firing, changing how cartridges are loaded into the chamber and replaced with each pull of the trigger.

Semi Auto [24 rounds] [+2S] [-1 UC]
An Action Type where each trigger pull results in 1 projectile only no matter the duration. Common for civilian and law enforcement.
[Total Capacity reduced by 2 for every Caliber Size increase]

Full Auto [30 rounds] [-2A -2S] [-3 UC]
An Action Type where the firearm will continue to fire projectiles while the trigger is held. Usually reserved for military use.
[Total Capacity reduced by 2 for every Caliber Size increase]

Burst Fire [32 rounds] [-1A -1S] [-2 UC]
An Action Type where a single trigger pull fires a fixed amount of projectiles regardless of the duration. Usually 3-4 round burst.
[Total Capacity reduced by 2 for every Caliber Size increase]



Lever Action [12 rounds] [-2F -1H] [+0 UC]
An Action Type similar to Bolt Action but with a lowering lever to load the chamber after every shot. Common for old western Rifles.
[Free Internal Magazine, Manual Cartridge, and Ambidextrous]

Bolt Action [10 rounds] [-2F +2A] [+0 UC]
An Action Type where the bolt must be used to load the next cartridge per shot. The process allows for more control of the gun mechanism.
[Free Manual Cartridge]

Pump Action [8 rounds] [-2F] [+0 UC]
An Action Type where the chamber is ejected and loaded with each pump, allowing for shells to be loaded in any order. Common for Shotguns.
[+1 minimum and maximum caliber size]
[Free Internal Magazine, Manual Cartridge, and Ambidextrous]



Wheel Action [6 rounds] [-1F -1H] [+1 UC]
An Action Type where each chamber holds one cartridge. Larger caliber and tactile feel at the cost of limited capacity and manual reload.
[+1 maximum caliber size]

Break Action [2 rounds] [+1P -2F] [+2 UC]
An Action Type where the rear of the barrel can be detached, and each cartridge must be manually loaded into each chamber before closing.
[+1 minimum and maximum caliber size]
[Free Ambidextrous]
[Multi-Barrel discounted by +2 UC]

Muzzle Load [1 round] [-4F -2R -1A] [+4 UC]
An Action Type where the cartridge is loaded through the muzzle rather than through the breach. Unusual for any modern firearm.

Gun Modification

Bullpup [-4 UC]
A design that places the grip ahead of the chamber, changing its size classification to one size shorter without compromising stats.
[Changes Handling to the value of the smaller size]
[Incompatible with launchers]

Sawed Off [-2R -1A +2H] [-2 UC]
Reduces the barrel length which increases concealment and weapon spread for Shotguns with either Buckshot or Birdshot.
[Incompatible with Modified Muzzle, and Choke Muzzle]

Choke Muzzle [+1R +2A] [-2 UC]
Adds a choke to the end of Shotgun barrels to modify the spread of Buckshot or Birdshot to be tighter or to be a specific shape.
[Requires Shotgun Archetype]
[Incompatible with Slug Shot, Modified Muzzle, and Sawed Off]

Integrated Grip [-1 UC]
Allows for one Grip Attachment to be integrated into the weapon that cannot be swapped out for another Grip Attachment.
[Incompatible with Bottom Rail Modification, and Bottom Rail Attachments]

Integrated Sights [-1H] [-1 UC]
Allows for one Top Rail attachment to be integrated into the weapon that cannot be swapped out for other sights or scopes.
[Incompatible with Modified Iron Sights, Top Rail Modification, and Optics Attachments]

Modified Iron Sights [+1A] [-1 UC]
Adds glowing pigments to the posts of the iron sight allowing for greater visibility of the sight in low light environments.
[Incompatible with Integrated Sights, Top Rail Modification, and Optics Attachments]

Folding Stock [+2H] [-3 UC]
Light, adjustable stock that allows for greater movement while aiming. Makes use of a skeletal design that keeps it light.
[Incompatible with Fixed Stock]

Fixed Stock [+2S] [-3 UC]
Heavy stock built into the gun that reduces recoil and sway while aiming. Made from either solid wood or metal encased in polymer.
[Incompatible with Folding Stock]



Increased Power [+2P -1S] [-2 UC]
Repeated purchases increase the potency of the gunpowder in order to increase the energy of bullets traveling through hard surfaces.

Increased Firerate [+2F -1S] [-2 UC]
Repeated purchases alter the chamber and loading mechanism to reduce the amount of internal action and increase the frequency of shots.

Increased Range [-1F +2R] [-2 UC]
Repeated purchases improves the rifling of the barrel to increase the distance of bullet travel without losing piercing efficacy.
[Incompatible with Shoguns]

Increased Accuracy [-1F +2A] [-2 UC]
Repeated purchases improves the aerodynamics of bullets to reduce variability and impact of wind resistance on bullet trajectory.

Increased Handling [-1P +2H] [-2 UC]
Repeated purchases improves the gun shape to reduce stray protrusion and increases ergonomics making it easier to run while equipped.

Increased Stability [-1P +2S] [-2 UC]
Repeated purchases improves grip of the material and the gun body to reduce slipping while holding, aiming, and firing the weapon.



Gunpowder Reduction [-1P] [+0 UC]
Repeated purchases reduces the potency of the gunpowder, increasing the likelihood of the bullet embedding rather than piercing through.

Alternate Action Type [-5 UC]
Adds an alternate Action Type that can be freely switched between based on the situation. Activated using the same safety selector.
[Keeps the capacity and stats of the original Action Type, but changes Stability and Firerate to the other Action Type.]
[Incompatible with Wheel Action, Brake Action, and Muzzle Load]

Increased Capacity [-1H] [-6 UC]
Repeated purchases increase magazine size by half of base capacity allowing for more shots at the cost of larger magazines.
[Incompatible with Break Action, Wheel Action, and Muzzle Load]

Extra Magazines [-4 UC]
Repeated purchases allows for 1 extra magazine to be provided per deployment. Ensure that you are able to carry each that you buy.

Drum Magazine [-2H] [-3 UC]
A high capacity magazine with a distinct cylindrical shape that stores cartridges in a spiral pattern and increases gun silhouette.
[Drum capacity is double total final capacity]
[Halves total magazines provided per deployment]
[Incompatible with Break Action, Wheel Action, Muzzle Load, Belt Fed, Internal Magazine, and Quick Swap]

Belt Fed [-4H] [-4 UC]
Uses a link of cartridges rather than a magazine reducing the need to reload as often. Each belt can hold a maximum of 500 rounds.
[Belt length is quadruple total final capacity]
[Quarters total magazines provided per deployment]
[Incompatible with Break Action, Wheel Action, Muzzle Load, Drum Magazine, Internal Magazine, and Quick Swap]

Internal Capacity [+2H] [-3 UC]
Magazines or rounds stored within the gun. Reduces the chance of malfunctions, but requires field stripping to restore the mechanism.
[Halves Base capacity when using Semi Auto, Full Auto, or Burst Fire Action Types]
[Free with Lever Action, and Pump Action]
[Incompatible with Wheel Action, Brake Action, Muzzle Load, Drum Magazine, Belt Fed, and Quick Swap ]

Quick Swap [+2F -1H] [-3 UC]
Magazines or cartridges linked together to hasten every other reload. Wheel Action and Break Action are hastened every reload instead.
[Additional +2F for Break Action and Wheel Action firearms]
[Incompatible with Muzzle Load, Drum Magazine, Belt Fed, and Internal Magazine]

Manual Cartridge [-2 UC]
Allows loading of individual cartridges through an opening in the chamber. Can be used to alternate different calibers if compatible.
[Free with Bolt Action, Lever Action, and Pump Action]



Ambidextrous [+1H] [-4 UC]
Produces a symmetrical gun body that allows for use with either a left or right dominant hand for Rifles, or either hand for Handguns.
[Free with Break Action]

Sling [+1H] [-2 UC]
A sturdy length of binding across the gun that allows you to temporarily stow and easily access your firearm without a backpack.

Polymer Case [+2H] [-3 UC]
Changes the main body material to a lighter polymer case making it resistant to rusting, but vulnerable to impacts and shattering.

Weighted Barrel [-1H +1S] [-1 UC]
Increased material at specific points on the barrel help increase barrel durability while reducing the impact muzzle rise when firing.



Top Rail [-2 UC]
Adds a port on the top of the barrel or chamber that allows for Optics Attachments to be mounted and changed.

Side Rail [-3 UC]
Adds a port to the the side of the barrel that allows for Optics Attachments to be mounted and changed.
[Incompatible with Handgun Sizes]

Modified Muzzle [-2 UC]
Adds a grove to the end of the barrel that allows for Muzzle Attachments to be mounted and changed.

Bottom Rail [-2 UC]
Adds a port on the bottom of the barrel that allows for Bottom Rail Attachments to be mounted and changed.

Attachments

Reflex Sight [-1H] [-1 UC]
A small glass sight with a customizable glowing reticle much clearer than an iron sight in low light without covering peripheral vision.
[Requires Top Rail or Side Rail]

Hybrid Sight [+1A -1H] [-3 UC]
Reflex sight with a movable magnifier which combines the utility of a telescope sight, while being quickly adaptable to close and long ranges.
[Requires Top Rail or Side Rail]

Scan Sight [-1A -1H] [-4 UC]
A small digital display with a slight delay that marks moving targets on the sight every few seconds automatically, or after a manual scan.
[Requires Top Rail or Side Rail]

Thermal Sight [-1H] [-3 UC]
A small cylindrical display with zoom that filters all colors but shows heat sources. Reveals combatants behind smoke but not cover.
[Requires Top Rail or Side Rail]

Telescope Sight [+1A -1H -1S] [-2 UC]
An optical sight that provides slight magnification and reduces peripheral vision while aiming. Mix of Reflex Sight and Fixed Scope.
[Requires Top Rail or Side Rail]

Fixed Scope [+2A -1H -1S] [-1 UC]
A high zoom scope with crosshairs and distance markers intended for long range rifles. Can be adjusted for people with eye problems.
[Requires Top Rail or Side Rail]

Variable Scope [+2A -1H -1S] [-2 UC]
A scope with multiple zoom types, and glowing reticle for long range engagements. Repeated purchases add another zoom level to the scope.
[Requires Top Rail or Side Rail]

Offset Iron Sights [+1A] [-1UC]
Allows for the use of standard iron sights even when an optic is attached to the top of the gun. Also affected by Modified Iron Sights.
[Requires Side Rail]



Suppressor [+1S] [-5 UC]
Reduces noise and muzzle flash of a firearm when attached but can still be audible. Requires subsonic bullets for greater stealth.
[Requires Modified Muzzle]

Muzzle Break [+2S] [-1 UC]
Adjust the gas vents to compensate for continuous fire. Reduces vertical or horizontal knockback depending on shape, but not both.
[Requires Modified Muzzle]



Quick Draw Grip [+2H] [-1 UC]
A foregrip placed closer to the base of the barrel reduces the time to point and aim with a firearm only when held with both hands.
[Requires Bottom Rail]

Stability Grip [+2S] [-1 UC]
A foregrip placed closer to the muzzle of the barrel reduces recoil and recovery time of weapon knockback only when held with both hands.
[Requires Bottom Rail]

Angled Foregrip [+1H +1S] [-1 UC]
A foregrip tilted closer to the barrel which reduces the fatigue compared to either perpendicular grips when held with both hands.
[Requires Bottom Rail]

Bipod Grip [-1H +4S] [-2 UC]
A foldable stand that increases stability while mounted on a flat surface. Only provides increased Stability while stationary.
[Requires Bottom Rail]



Under Barrel Shotgun [-2H -2S] [-5 UC]
A low capacity shotgun used for door breaching rather than shooting targets. Box type magazines act as makeshift grips when attached.
[7P 9F 6R 5A 8H 6S, Buckshot 12 gauge, 4 rounds, 1 magazine]
[Requires Bottom Rail]

Under Barrel Launcher [-2H] [-7 UC]
A muzzle loaded launcher used to launch large projectiles at a relatively low velocity. Explosives have a minimum priming range.
[0P 2F 6R 4A 8H 8S, 1 round, 4 magazines]
[Requires Bottom Rail]

Under Barrel Flamethrower [-4H] [-6 UC]
A liquid launcher with a large width that accepts any form of liquid or flammables such as gasoline, or chemicals dissolved in water.
[0P 12F 3R 3A 2H 12S, 3 liters, 2 magazines]
[Requires Bottom Rail]

Bayonet [-2H] [-1 UC]
A flat blade, multi-use knife attached to a mount close to the end of the gun that allows the gun to be used as a makeshift melee weapon.
[Requires Bottom Rail]



Sway Compensator [+2S] [-2 UC]
A small device that reduces subtle movement while aiming with scopes. Becomes more effective the further the target is perceived to be.
[Requires Bottom Rail]

Target Finder [-2H] [-6 UC]
A small screen attached to the side of the device displays a slow 60 degree sensor pulse of all allies and enemies within a short range.
[Requires Bottom Rail]

Flashlight [+0 UC]
A bright, long range flashlight mounted on the bottom of the barrel with an adjustable aperture for modifying light range and sharpness.
[Requires Side Rail or Bottom Rail]

Laser Sight [+1A] [-1 UC]
A highly visible, colored beam of light that allows for easier aiming without using the sights. All will be able to see where you aim.
[Requires Side Rail or Bottom Rail]

Extra Services

Clone [-12 UC]
Repeated purchase creates an exact copy of 1 gun with a supply of respective ammo. Akimbo can be used if taken with Ambidextrous.

Overkill [-5 UC]
Repeated purchase allows for the creation of 1 extra gun with its own supply of ammo. Repeating the creation process through the method.

Portability [-5 UC]
Allows the gun to be broken down easily while on the field. Mainly used for easier maintenance or smuggling guns in restricted areas.

Conceal Carry [-1H] [-2 UC]
Repeated purchases alter the gun shape to be easier to conceal. May still be caught by thorough security measures even at 3rd purchase.
[1st purchase changes the shape to be more inconspicuous, 2nd alters the gun to be foldable, and 3rd changes the gun to resemble a mundane object.]

Pistol Caliber Carbine [-2P -1R +2S] [-3 UC]
Chamber is changed to fit the more common Handgun magazines instead of Rifle magazines trading less Power for greater Stability.
[Halves total final capacity when using Semi Auto, Full Auto, or Burst Fire Action Types]
[6 magazines will be provided per deployment]
[Rifle Sizes only]

Extra Caliber Size [-3 UC]
For greater caliber customization. Increases the minimum and maximum Caliber sizes by 2 for Rifles, but only 1 for Handguns and Shotguns.
[May be taken a maximum of 4 times]

Split Ammunition [-2 UC]
Another Caliber Type may be chosen for Handguns and Rifles, or Shot Type for Shotguns. The capacity is based on the Caliber loaded.
[Changes capacity, Power, and Stability according to caliber size]

Multi-Barrel [-2A -2H] [-6 UC]
Repeated purchases adds an extra barrel with it's own trigger system used to fire cartridges incompatible with the main barrel of the firearm.
[Standard Handguns and Rifles may choose either a shotgun subarchetype, or dart ammunition for the added barrel. Shotguns may choose either standard rifle and Handgun cartridge size, or dart ammunition for the added barrel]
[Discounted by +2 UC with Break Action]

Base capacity = capacity listed by the Action Type
total capacity = capacity plus additive modifiers
total final capacity = capacity plus additive and multiplicative modifiers

Formula (AKA just plug in the modifiers that you took)

([{Base capacity * LMG * Internal Capacity} + Increased capacity + Caliber changes] * Shotgun * Pistol * Drum Magazine * Belt Fed)

If dividing results in a decimal, round down to the nearest whole number e.g.
0.5 to 0, 1.7 to 1, 2.25 to 2, and so on

Once you have finalized your firearm the design will be archived to the database of blueprints. It is important to give your gun a unique and identifiable name to make the retrieval of the blueprint for repairs and replacement much easier for the staff.

Drones

Certain operations require very specific devices tailored to the operators who request them. In simple terms, this section will focus the creation of robots and other autonomous devices for field use. Feel free to skip over this section until you have become more experienced with the Equipment system of the school. Without further ado:

Drones refer to any device that is controlled by code in order to act independent of the user. Each drone is resupplied per deployment.

Size

This section determines the amount of features it can carry, as well as the amount of circuitry that can be housed for the Command Chip.
[Pick one Size, or one Size and a modifier]
Micro Drone [-1 UC] [-10 Weight]
Devices smaller than 1 liter in size, or something that approximately fits in your hand. Easy to both carry around and hide when needed.
{<~1,000cm^3}

Small Drone [-2 UC] [-20 Weight]
Devices at about 16 liters, or about the volume of a large bucket. Used for hardier jobs that are too small for humans to access and traverse.
{~16,000cm^3}

Medium Drone [-3 UC] [-35 Weight]
Devices at about 125 liters, or about the volume of a single door refrigerator. The size generally used by most drone designs.
{~125,000cm^3}

Large Drone [-5 UC] [-50 Weight]
Devices at about 1000 liters, or about the volume of an adult. While it can be used for androids, it is usually used to carry heavy machinery.
{~1,000,000cm^3}

Light Vehicle [-7 UC] [-75 Weight]
Devices at 16000 liters, or about the volume of a medium sized car. Large enough to carry heavy weapons, personnel, or other drones easily.
{16,000,000cm^3}

Swarm Type [-3 UC]
This option modifies the chosen size and produces a large mass of simple robots that achieve tasks by interconnecting with each other.
[Halves the Weight provided by the selected Size]

Command Chip

This section determines the complexity of the on board CPU, as well as the amount of the components needed that correspond to said CPU.
[Pick one]
{How complex the program on the drone can be, also determines battery size}

Primitive [1 Weight] [3 Memory]
Incredibly simple machines whose memory is equivalent to that of old analog machines. Incredibly durable while also being difficult to hack.

Simple [3 Weight] [5 Memory]
About as smart as any smart appliance. At most, it can do one complicated task, or any number of simple task based on its features.

Basic [5 Weight] [8 Memory]
The standard level for most home, or industrial computers. Enough intelligence to multi-task, queue orders, or even improvise actions.

Powerful [10 Weight] [12 Memory]
Generally reserved for military use. The cutting edge of technological development while requiring plenty of fragile parts to function.

Advanced [15 Weight] [16 Memory]
The true edge of development. Most drones at this complexity are pushing the boundaries of what's possible. Hopefully it's artificial sapience.

Movement

This section is reserved for features that involve the self transportation of the drone Don't worry there's more to add later on in this form.
[Pick as many as you can afford]

Stationary (none) [+0 UC] [0 Weight]
Absolutely no movement at all. Drones with this type have to be carried around, and are best suited for Micro Sizes rather than the others.
{No movement at all. Can be thrown}

Mounted (Place on walls) [-1 UC] [1 Weight]
Special legs that, rather than move, help the drone stay in place until deactivated. Griping onto any surface regardless of material.
{sticks to a surface after being deployed}

Wheels [-1 UC] [2 Weight]
The most common movement feature. Its simplicity makes it easy to repair, and swap wheel designs for different terrain and speeds.
{a set of 2-6 wheels that can move across flat surfaces quickly}

Treads [-1 UC] [3 Weight]
Slower, but more stable that wheels while also being more drivable through harsher terrain. It does make the drone wider than average.
{Slow threads that can navigate most rough surfaces}

Legs [-2 UC] [4 Weight]
A more adaptable all terrain design similar to digitigrade legs that can even adjust its height, or reach higher, disconnected pathways.
{A set of 4-6 legs that can run, jump, and crouch walk through obstacles}

Claws (spider climb) [-3 UC] [3 Weight]
More rigid leg designs more similar to arthropods utilizing the same technology from Mounted. The Threads equivalent to Leg's Wheels.
{Sharp legs that stick to most surfaces. Not as powerful or fast as legs}

Wings (air plane) [-2 UC] [4 Weight]
Rigid wings similar to those used by planes. Capable of high speed at the cost of maneuverability. Perfect for throwable-style drones.
{Plane-styled drone that moves quickly in the air, but requires lots of space to take of or land}

Blades (Helicopter) [-3 UC] [3 Weight]
Rapidly moving blades capable of sustained flight and hovering. While a bit noisy, it won't require a runaway to take off, or land safely.
{Sets of rotating blades with stabalizers that can slowly and noisily hover from point to point}

Propulsion [-4 UC] [4 Weight]
Nozzles located around the drone that allow it to burn fuel in exchange of flight. Similar technologies can be found in rockets or missiles.
{Boosters that allow the drone to be propelled and quickly accelerated towards a single direction}

Drone Features

This section refers to what your drone can do. Each option will help build the toolset of your drone, and define the limits of its capabilities.
{Can be repeatedly purchase to upgrade or add more of the same on the drone. Each upgrade adds 1 Weight to the base Weight of the Feature}

Camera [-2 UC] [2 Weight]
Exactly what it sounds, a camera to view from the perspective of your drone. Any type of vision you can think of, and linked to you goggles.
{Visual photo receptor to view the world within. Can be used to track the position and movement of an object within it's field of view. Comes with free flashlights}

Echolocator [-4 UC] [1 Weight]
Rather than use light, the drone will use sound instead to identify obstacles. This data will then be visualized similar to a radar.
{Locate enemies, allies, and objects within a short range. Cannot identify differences between targets other than size and position}



Fuel Port [-3 UC] [5 Weight]
A feature that will allow the drone to store, expel, and even utilize fuel when drained of batteries. Useful if you can't bring a generator.
{Allows the drone to transfer, store, and use fuel as backup to batteries}

Data Port [-1 UC] [2 Weight]
An articulated cable that allows the drone, as well as yourself, to interface with connected devices such as computers or other drones.
{An extending cable that allows the drone to interface with nearby devices}

Signal Booster [-3 UC] [3 Weight]
Sturdy antennae capable of relaying encrypted information to other devices and drones. Extending the reach of other communication devices.
{the drone can relay data between other drones or devices and increase the effective range of drone signals}

Signal Jammer [-4 UC] [4 Weight]
Unlike the Signal Booster, this instead fills the area with so much noise that nearby communications, including the drone's, are useless.
{temporarily disconnect the drone from your feed to scramble the electrical signal. Creating so much noise in the waves that the only that can be sent and receive within a short range is static}

Repair Tool [-2 UC] [4 Weight]
Tools required to remotely fix vehicles, devices, or even other drones. This can also repair the surface damage of the drone itself.
{A revolving set of tools that can repair vehicles or other tools}

Fine Motor Manipulators [-3 UC] [3 Weight]
A set of joints with articulation and dexterity comparable to a hand. Useful for remotely manipulating tools, or grabbing different objects.

Spray Nozzle [-1 UC] [2 Weight]
A tank and prehensile hose capable of both storing and dispensing poisons, stimulants, or medicine to a target within a short distance. {Disperses poisons / stimulants / medicine as a fine mist within a short distance}

Storage Box [-1 UC] [2 Weight]
A lockable space within the drone allotted to safely store or transport objects a quarter of the volume of the drone's volume.
{A relatively large, durable compartment that can be locked, unlocked, and opened remotely}



Assigned Ammunition [-1 UC] [1 Weight]
A supply of drone-specific ammunition for use with any of the chambered weapons. You may also share ammo if you have the same gun type.
{The drone has it's own supply of ammo equivalent to 1 magazine of a semi-auto equivalent of that weapon}

Pistol Chamber [-4 UC] [1 Weight]
{Holds a gun that can take in Handgun magazines or cartridges from your supply}

Rifle Chamber [-6 UC] [2 Weight]
{Holds a gun that can take in Rifle magazines or cartridges from your supply}

Shell Chamber [-6 UC] [2 Weight]
{Holds a gun that can take in Shotgun Shells from your supply}

Grenade Chamber [-6 UC] [3 Weight]
{Holds a launcher that can launch throwable explosives, incendiary, or tactical devices from your supply}

Dart Chamber [-3 UC] [1 Weight]
{Holds a launcher that can launch smaller packages such as darts}

Micro Salvo [-7 UC] [4 Weight]
{Miniturized unguided rapidfire missile launcher}

Self Destruct [-2 UC] [2 Weight]
{The drone explodes on command}

Spike [-1 UC] [1 Weight]
{Sharp or pointy melee weapons taped onto the drone}

Electroshock Chamber [-3 UC] [2 Weight]
{It's a tazer}

Laser Beam [-7 UC] [3 Weight]
{Low power, rechargeable laser that can produce heat, set things on fire, causes a burning sensation on skin}



Plated Chassis [-4 UC] [5 Weight]
{Armored shell of drone, resists common firearms}

Portable Ballistic Cover [-6 UC] [7 Weight]
{Drone has a shield that extends out of the drone with dimensions = x^(2/3), where x = drone volume}

Cloaking [-5 UC] [1 Weight]
{Drones can color change. When paired with cameras it can imperfectly recreate invisibility for itself or objects behind it}

Suspension System [-3 UC] [2 Weight]
{Bumpers and springs that allows the drone to jump, flip itself, or bash a target at a fixed direction}



Towing System [-2 UC] [3 Weight]
{A set of pulleys that are strong enough to carry a squad}

Transport Seat [-2 UC] [2 Weight]
{You can ride the drone, comes with seat belts. 1 person per purchase}

Flotation Device [-3 UC] [2 Weight]
While drones are generally water resistant, they will sink in water. This feature makes it capable of floating and traversing water.

Drone Integration [-2 UC] [5 Weight]
Adds a single integration slot to the drone that can be used to attach any equipment already purchased that also has integration.
{1 integration slot with 1 equipment}

Protocols

{Instructions that the drone can use}

Piloted [1 Memory]
{Can manually control all drone functions}

Following [3 Memory]
{Locks onto a target that is selected on activation and follow if possible}

Patrolling [2 Memory]
{Follows a set route or set scan pattern selected on activation}

Skittering [2 Memory]
{Attempts to run in a random directions it can pathfind to and from}



Personality Module [3 Memory]
{A set of pre-loaded personalities that allow you to hold false conversations and banter with your drone}

Behavioral Module [5 Memory]
{Complex actions can be assigned to a preset that the drone can quickly reference and do consistently]



Simple Learning [3 Memory]
{can adjust pattern or pathfinding to a small degree to adapt to minor changes to environment or conditions}

Advance Learning [7 Memory]
{Can adjust multiple variables in its protocol such as automatically changing routes or targets to follow without needing to be specifically assigned to.}

Protocol Security [5 Memory]
{Harder to hack. Resistant to viruses when infected}

Location Ping [3 Memory]
{Know the location of your drone through your HUD, even if deactivated as long as it has battery}

Amenities

Trinkets [-1 UC]
Minor items with no particular use or value other than one's personal satisfaction. Every purchase applies insurance to any pre-owned trinkets.

Activity Materials [-1 UC]
Tools and materials required for hobbies that have no use on the battlefield. Tools bough may be traded for other tools freely.



Entertainment [-2 UC]
Entertainment systems such as personal computers, televisions, or even video game consoles. Can be denied due to poor performance.

Internet Access [-2 UC]
Allows for read-only access to the internet through the learning device to approved non-academic sites. Actions are still recorded.

Outdoor Access [-4 UC]
All expense paid trip to any allied territories, provided that the purpose of the trip is purely recreational, and you are in good standing.

Regular Stipend [-1 UC]
Universal Currency exchanged for the local currency for use outside of premises. Supplied weekly, with each purchase amounting to $200.
[Additional $300 for Staff]



Personal Garden [-3 UC]
An indoor plot of land within a climate controlled environment that can be used to grow various native, and non-native fruits and flora.

Pet [-2 UC]
Any untrained animal ranging from dogs to tigers that comes with food resupplies, toys, and pet bedding. A common source of morale.

Trained Animal [-6 UC]
Animals trained in a specific field such as guarding, attacking, or bomb sniffing that can join you during missions and exams.

Housekeeper [-6 UC]
Servants specialized in taking care of everyday tasks for you such as cooking, cleaning, or managing official documents and schedules.



Motorcycle [-5 UC]
Two-wheeled, gas-powered transport that can support up to 2 people. Can be used to travel in and out of campus quickly and efficiently.

Car [-7 UC]
Gas-powered transport that has 1 driver seat and 3 passenger seats. Can be any common, modern model currently existing on the market.

APC [-10 UC]
Armored personnel carriers that are used to transport operators or equipment in the battlefield. Slow, but transports on most terrain.

Amphibious Vehicle [-12 UC]
Vehicles designed to transport over both land and water. Generally designed to handle particularly rough terrain during calamities.

Boat [-6 UC]
Buoyant crafts made to travel over fresh or saltwater. These can range from lifeboats, parasails, jet skis, kayaks, speedboats, etc.

Plane [-15 UC]
Simple 2 seater planes that can be used to carry light loads over relatively short distances. Generally for recreational use.

Helicopter [-12 UC]
Transport helicopters that can hold 2 pilots and 4 passengers, and fly with very little landing and take off space needed.



Schedule

Classes

Each week of school is 8 hours a day for 6 days resulting in 192 points in total (1 point = 15 minutes). Most students take up 6 hours of classes per day, with two 1 hour breaks which results in 144 points used for classes and 48 points for breaks. %&#
Clubs happen every Friday and Saturday. One session takes 2 hours at 8 points per week once. Students without clubs may treat this allotted time as break

Time has been simplified into points (1 point = 15 minutes) to ease the burden of schedule making on students. Each week has 6 school days, and each day has 8 hours (32 points) of classes maximum resulting in a [total of 192 points].

Each class is categorized under General Classes and Specializations.
General Classes are 12 points per session. They cover each of the Specializations under it, but at a slower rate.
Specializations are also 8 points per session. They cover only one topic but do so at an accelerated rate as though they were 1 session greater than General Classes.
Once a Specialization is selected the corresponding General Class cannot be chosen and vice versa. Specialization sessions are independent of each other and can have a different number of sessions each.
Each class may only be taken a maximum of 4 times.

1 sessions provide standard information on the topic common to most training regiments of armies around the world .
2 sessions provide advanced information on the topic that cover both unconventional techniques and uncommon situations.
3 sessions provide mastery of the topic such that the user is able to utilize the skill at its peak at any situation.
4 sessions provide peak knowledge of the topic such that one could innovate and create new techniques within the scope of the skill.
{5 sessions means top of the school (specialization 4, or Staff Class boost)}
{6 sessions means top of the world (Staff with Specialization 4)}

The recommended plan of study is 6 hours (24 points) of studies and 2 hours (8 points) of break per day which results in 144 points for studies and 48 points for breaks per week.

2-4 hours (8-16 points) may be dedicated on Friday or Saturday to attend clubs or organizations. If you did not choose a club, this time may be spent as a break or studies. With clubs, the point distribution would be 136-128 points for studies, 48 points for break, and 8-16 points for clubs per week.

Once the schedule has been chosen it can not be changed until next enrollment.

Marksmanship
Aims to improve the student's skill of aiming with their firearm in various environments whether for long or short range engagements.

  • Discipline
    Improves upon the reduction of stray movements while aiming, greatly stabilizing the firearm even during high intensity situations.
  • Critical
    Improves upon the ability to quickly identify weak points in armors, or vitals in people that would be vulnerable to shots or strikes.
  • Recoil Resistance
    Improves upon the ability to reduce firearm recoil, or quickly recover from heavy recoil from higher caliber firearms or launchers.

Sniping
Aims to improve the student's accuracy with long range firearms and provide the skills needed to engage in targets at further ranges.

  • Trajectory
    Improves upon the ability to understand and calculate the trajectory needed for the projectile to strike targets at their maximum range.
  • Accuracy
    Improves upon your consistency to hit targets within their range despite the relative accuracy of their selected firearm.
  • Spotting
    Improves upon the ability to identify areas where indirect fire from high caliber projectiles or explosives would hit the intended target.

Trickshot
Aims to improve the student's ability to aim and shoot at targets through unconventional means such as shooting without sights.

  • Ricochet
    Improves upon the consistency to hit targets with bouncing projectiles such as from launchers or thrown tactical devices.
  • Blind Fire
    Improves upon the ability to aim and fire at opponents while behind cover without perceiving them, but knowing their general direction.
  • Hip Fire
    Improves upon the ability to intuitively aim and shoot at a target without seeing through the the sights or scopes of the firearm.

Gunplay
Aims to integrate the student's skill in firearms with their skills in melee combat allowing them to use melee and firearms in tandem.

  • Arsenal
    Improves upon adaptability and understanding of many different firearms, other than their own, in order to utilize them on the spot.
  • Gun-Fu
    Improves upon the integration of hand to hand combat with firearms such as pistols or SMGs. Allowing you to both strike and shoot.
  • Quick Draw
    Improves upon the speed of stowing and taking out a firearm of various sizes and lowering the time between neutral to aiming down.

Akimbo
Aims to improve the student's ability to properly utilize a firearm in their non-dominant hand. Allowing both hands to act independently.

  • Stability
    Improves upon the ability to withstand the knockback of a firearm in the non-dominant hand similar to using a firearm with the main hand.
  • Dexterity
    Improves upon the ability to manipulate the mechanism of the firearm such as reloading or cocking with only one hand instead of two.
  • Concealment
    Improves upon the ability to hide their chosen firearm on themselves without reducing the speed of stowing or taking out their firearm.

Weapon Handling
Aims to train the student's ability to quickly manipulate different functions of their firearm from reloading, aiming, and switching.

  • Reload Speed
    Improves upon the ability to reload, allowing you to swap magazines faster, insert cartridges quicker, or run while reloading.
  • Aim Speed
    Improves upon the speed of aligning the front and rear sight, and focusing your eyes on a target after an action such as running or switching.
  • Wield Speed
    Improves upon the ability to fire their firearm at their quickest capability, maintaining top speed while maintaining a steady aim.


Hand to Hand
Aims to train students in close quarters combat without weapons through sparing practice amongst students and instructors.

  • Striking
    Improves upon specific fighting styles that involve fast strikes of the arms or legs such as boxing, Muay Thai, and Taekwondo.
  • Grappling
    Improves upon specific fighting styles that involve grabs, throws, and controlling movement such as Judo, Sambo, and wrestling.
  • Subduing
    Improves upon the ability to safely take down targets and subdue them without inflicting serious injury, death, or utilizing gadgets.

Armed Melee
Aims to train students in a variety of melee weaponry from various time periods and various fighting techniques appropriate to the arms.

  • Blades
    Improves upon fighting techniques that utilize cutting or slicing through the use of bladed weapons such as swords and sabers.
  • Bludgeons
    Improves upon fighting techniques that utilize bashing or bludgeoning through the use of blunt weapons such as batons and maces.
  • Poles
    Improves upon fighting techniques that utilize long range staff-like weapons such as war hammers, war picks, spears, and halberds.

Shielding
Aims to train students to utilize active protective equipment such as shields in order to both protect allies and attack opponents.

  • Protection
    Improves upon the ability to effectively cover allies from oncoming attacks. Prioritizing the protection of others over themselves.
  • Deflection
    Improves upon the ability to actively defend from attacks such as deflecting blows, parrying oncoming strikes, or blocking shots.
  • Bashing
    Improves upon the ability to effectively fight while holding a shield while utilizing the shield as melee weapon to bash against targets.

Breaching
Aims to teach students the various methods of entering a structure either through a designated entrance, or through improvised opening.

  • Lock Picking
    Improves upon the skills of bypassing various types of locks from mechanical to digital, utilizing the tools at their disposal.
  • Impact
    Improves upon the ability to breach doorways or create entrances through physical means such as kicking doors or utilizing hammers.
  • Charges
    Improves upon the ability to safely utilize explosives for breaching, reducing collateral damage and preventing any potential collapse.


Traversal
Aims to train students to travel across various environments on foot, allowing them to effectively cover ground without a vehicle.

  • Conditioning
    Improves upon the duration you may run for without reducing running speed or efficacy. Training them to recover stamina faster.
  • Pathfinding
    Improves upon the ability to understand surveyed ground and plan routes through harsh or difficult terrain relatively safely.
  • Speed
    Improves upon the speed of running, climbing, crawling, and overall physical activities that can help the you get from one place to another.

Stealth
Aims to teach students techniques that aid in concealing and hiding themselves or others on the battlefield, or various environments.

  • Camouflage
    Improves upon the skills needed to create convincing camouflage for people, objects, or vehicles from foliage or artificial materials.
  • Invisibility
    Improves upon the ability to hide effectively within the environment, concealing their temperature and reducing detection from devices.
  • Silence
    Improves upon movement techniques that reduce the amount of noise created without sacrificing speed and efficiency of any action.

Deception
Aims to train students in the creation and perpetuation of false information through social knowledge, body language, and forgery.

  • Lies
    Improves upon on-the-spot creation of falsified information and support of said falsified information through direct communication.
  • Disguises
    Improves upon the creation and use of personas to perfectly fit into the role or character of the depicted by a costume or uniform.
  • Falsification
    Improves upon the creation of falsified documents, recordings, and media captures that can be used as evidence to support false claims.

Espionage
Aims to educate students on techniques required in order to acquire confidential information through the infiltration of organizations.

  • Infiltration
    Improves upon the ability to carefully plan and execute the entering or infiltration of an enemy organization through unorthodox means.
  • Inconspicuous
    Improves upon the understanding of group dynamics allowing you to quickly fit in and understand a group's norms, etiquette, and taboos.
  • Traceless
    Improves upon the ability to reduce or erase the evidence of the your presence within an area you have visited or investigated before.


Investigation
Aims to improve the student's means of gathering information from people, objects, or the crime scene and identifying evidence.

  • Interrogation
    Improves upon persuasive and physical means of gathering information from people whether while on the field or in an interrogation booth.
  • Discernment
    Improves upon the identification of lies and falsified information through intuition, perception, or comparison of existing evidence.
  • Tracking
    Improves upon the ability to identify the traces left behind by a specific person and use said traces to intuit their current location.

Reconnaissance
Aims to teach students the skills needed to maximize their senses in order to better identify and report threats in the environment.

  • Awareness
    Improves upon senses such as hearing to understand the state of their surroundings, allowing them to identify ambushes at a short range.
  • Perception
    Improves upon senses such as seeing in order to quickly identify the location of threats, and reduce the duration of visual impairment.
  • Minesweep
    Improves upon the ability to identify a device and its uses from a cursory glance, allowing them to intuitively find device placements.

Communication
Aims to improve the student's direct and indirect communication skill in order to more effectively deliver information in the battlefield.

  • Signal
    Improves upon non-vocal communication such as hand signs and morse code in order to prevent interception of information by the enemy.
  • Inspiration
    Improves upon skills needed to effectively communicate to teammates while keeping group morale high, reducing the impact of fear tactics.
  • Decryption
    Improves upon the understanding of ciphers and encryptions in order to easily deconstruct their pattern and understand its true message.

Coordination
Aims to train students in planning and managing their squad mates for group-oriented task while in high pressure, combat scenarios.

  • Strategy
    Improves upon larger scale management of units, their supplies, and their communication within company of soldiers or multiple squads.
  • Tactics
    Improves upon smaller scale management of units prioritizing the utilization of each unit's specialization within their squad.
  • Copiloting
    Improves upon coordination of loaders, spotters, and drivers within multi-person vehicles such as tanks, or large aircrafts.


Charisma
Aims to improve the student's communication ability, particularly when speaking, presenting, or convincing an uncooperative target.

  • Negotiation
    Improves upon producing and securing trade deals with others, often creating exchanges that are more favorable or profitable.
  • Diplomacy
    Improves upon the ability to mediate between multiple parties, and reduce or defuse conflicts while persuading them to your side.
  • Influence
    Improves upon the ability to exercise your social influence, making use of knowledge from social structure to intimidate your target.

Resilience
Aims to give the student's the skills necessary to resist the harsh conditions of the battlefield. Often by reducing the impact of stressors.

  • Fortitude
    Improves upon your resistance to small, constant negative stimuli and their associated effects, keeping a level head hours at a time.
  • Optimism
    Improves upon your resistance to large, instantaneous negative stimuli and their associated effects, withstanding intimidation tactics.
  • Willpower
    Improves upon your resistance to mind altering techniques, and forms of suggestion such as hypnotism, or subconscious mind control.

Agility
Aims to train the student's nimbleness, allowing students to quickly adapt to ever changing environments while responding to immediate threats.

  • Acrobatics
    Improves upon flexibility and and range of your movement, allowing you to contort much more easily, or squeeze through tight spaces.
  • Reactions
    Improves upon the speed at which you react to stimuli, allowing you to think and decide faster and without hesitation on your actions.
  • Dodge
    Improves upon the ability to avoid incoming melee attacks and projectiles, often through quickly repositioning away from the strike.

Strength
Aims to improve a student's physical power, increasing their body's efficiency when exerting muscles, or withstanding physical challenges.

  • Lifting
    Improves upon the ability to carry and throw heavy objects over longer distances while maintaining equivalent speed and stamina.
  • Resistance
    Improves upon resistance to knockback from incoming attacks. Keeping a constant, steady hand while aiming even when receiving fire.
  • Toughness
    Improves upon the capacity to withstand damage and continue fighting despite wounds accrued, allowing you to momentarily ignore pain.


Survival
Aims to teach students common survival skills required for operations in remote areas such deserts or forests, or deep within enemy lines.

  • Scavenging
    Improves upon the knowledge and ability to collect and produce resources from the environment, and reuse abandoned enemy assets.
  • Endurance
    Improves upon the techniques to preserve your energy, allowing you to work with less food and water while still retaining the same stamina.
  • First Aid
    Improves upon the student's ability to administer first aid while in the battlefield, reducing the effect of injuries but not fixing them.

Animal Handling
Aims to train students to work alongside animals, and utilize their biology while also reducing the risk of utilizing biological tools.

  • Equestrianism
    Improves upon the skill of piloting atop land animals, allowing you to better control a large variety of animals even without reigns.
  • Animal Training
    Improves upon your ability to train, and command animals verbally or non-verbally as well as improving how closely they obey your orders.
  • Domestication
    Improves upon techniques to improve your presence around wild or hostile animals, often by calming their fear or defusing their aggression.

Healthcare
Aims to improve the student's medical knowledge, and give them the skills to properly treat physical and mental wounds and illnesses.

  • Wounds
    Improves upon the aid that you can provide to those suffering fractures, ruptures, and all manner of bodily damage from battle.
  • Toxins
    Improves upon your ability to identify and produce antidotes or cures to bacterial infection, toxic exposure, and other forms of contamination.
  • Therapy
    Improves upon the identification and restoration of normal patterns of thinking that is disrupted by mental afflictions and trauma.

Chemistry
Aims to teach students how to use a variety chemical reactions, how to control said reactions, as well as their various uses on the field.

  • Pyrotechnics
    Improves upon the knowledge of thermodynamics, and reactions that produce heat. Allowing you to better control chemicals for detonation.
  • Reactions
    Improves upon the knowledge on utilizing and increasing the reactivity of chemicals that are corrosive, effervescent, and more.
  • Organics
    Improves upon the knowledge of organic compounds and their reaction within an organ system, allowing you to edit genomes or create poisons.


Engineering
Aims to progress the student's understanding of the design, construction, and maintenance of physical structures and building components.

  • Construction
    Improves upon the creation and assembly of structures to be used on the field. Ranging from cover, to support beams, to barricades.
  • Fortification
    Improves upon the reinforcement of existing structures, allowing you to increase their durability, stability, and structural integrity.
  • Destruction
    Improves upon the understanding of a structure's integrity, allowing you to find structural weak points and potential vulnerabilities.

Computers
Aims to equip students with the knowledge necessary to create and manipulate complex software, and exploit computer system weaknesses.

  • Firewall
    Improves upon the ability to breach the security of a computer system or network, allowing you access private information or functions.
  • Programming
    Improves upon the construction of new software, and the manipulation of existing software in computers, handheld devices, and digital tools.
    [Freely switch the Protocols of drones you within the specified Memory limit own before deployment]
  • Robotics
    Improves upon your manual control of robotic systems, as well as your intuitive adaptability to robotic systems unfamiliar to you.

Mechanics
Aims to combine the subject of physics and engineering to improve the student's understanding of physical machines and mechanical systems.

  • Hardware
    Improves upon the assembly of computer components robots, allowing you to swap out the robotic components you have already bought.
    [Freely switch the Drone Features of drones you own with other Drone Features you have already bought before deployment]
  • Repair
    Improves upon the restoration of damaged components or malfunctioning systems of machines such as vehicles, appliances, and other equipment.
  • Electrical
    Improves upon the understanding of electricity and electromagnetism used in building and modifying radios and other non robotic equipment.

Piloting
Aims to teach students skills needed to operate common military vehicles available to the campus. This includes both driving, and loading.

  • Air vehicles
    Improves upon the ability to pilot common air vehicles such as airplanes and helicopters, while also developing resistance to G-force.
  • Land Vehicles
    Improves upon a wide variety of driving skills ranging from bikes, to cars, to tanks, allowing you to drive said vehicles in most terrain types.
  • Aquatic Vehicles
    Improves upon naval techniques used to sail small boats to large ships, while also training naval navigation during harsh weather conditions.


Electives

Arts
Aims to enrich students in various forms of arts, the process of creation, and their cultural significance to their respective region.

  • Visual Arts
    Improves upon the production of arts relating to illustration, sculpting, and all manner of non-literary visual productions and projects.
  • Performing Arts
    Improves upon the performance of artforms which makes use of the body as the main medium such as musical performances and acting.
  • Creative Literature
    Improves upon the artistic understanding of language, allowing you to easily produce literary works such as stories, poems, and essays.

Home Management
Aims to give students technical skills used in everyday life that may also be used as a means for livelihood or entrepreneurship.

  • Cooking
    Improves upon the culinary skills required to not only replicate dishes of different cultures, but also to produce unique tastes and recipes.
  • Cleaning
    Improves upon the ability to perform proper housework such as washing dishes and clothes, sweeping and mopping, and other cleanliness tasks.
  • Sewing
    Improves upon crafts relating to cloth and fabrics such as sewing, weaving, and embroidery, commonly used to produce and alter clothes.

Education
Aims to shape students to become future educators by giving them the tools to better interact with students while imparting knowledge.

  • Teaching
    Improves upon knowledge of the latest curriculum of study, and an understanding of the social tools best for psychological development.
  • Retention
    Improves upon the mental capabilities required for memory retention, information processing, and pattern recognition amongst other things.
  • Speech
    Improves upon your understanding of foreign language, allowing you to pick up languages faster and parse sentences from adjacent languages.

$ Tutoring [5 UC]
{Gain 8 points. You can only buy a maximum of 64 points (16 hours). Tutor points can only be spent up to 2 sessions per general or specialized class.}

Breaks

{Stuff non-school stuff that help with characterization}

  • Self Study [-2 points]
    {You may spend 2 points to study a specialization not found in the class list at half the rate of a general class, resulting in each purchase being equivalent to half a session}
  • Lunch [-2 points]
    {You eat, probably with friends, probably in the school cafeteria}
  • Hang Out [-1 point]
    {Be with friends}
  • Training [-2 points]
    {Activities that relate to a specific subject or class, does not count towards sessions.}

Clubs

{Extracurricular activities that people can use to interact with other characters, pick one at most. Skip this section if you don't want to be a part of any clubs.}

School Committee

  • The Student Council
    The main school committee in charge event planning and the management of the other school committees and clubs. Most members of the Student Council are held in high regard by both staff and the student body. As such, acceptance into the committee is limited to select individuals with exceptional skill or academic standing on campus.
  • Campus Daily's Writers Guild
    The committee in charge of managing the school's paper "Campus Daily" which publishes articles and news reports based on recent events and interests of the student body. The On-field Department often collaborates with the Junior Disciplinary Commission's Investigation Department, sometimes acting as rumor mills or eyes on the ground.
  • Junior Disciplinary Commission
    The committee in charge of the investigation, and execution of matters involving the school rules with the Disciplinary Chair acting as both the head advisor and the judge of disciplinary infractions. Generally, the Disciplinary Chair assigns a secret junior officer in each class resulting in them being one of the larger committees.
  • Health and Safety Committee
    The committee that occupies the school's clinic. This committee is in charge of the student body's health, often working as aides to the nurse, or publishing safety reminders around school. The committee values the help of the Daily Improvements Club and the Outdoor Garden Club during particularly crowded events and activities.

Physical Hobbies

  • Practice Grounds Club
  • Competitive Mixed Martial Arts Club
  • Daily Improvements Club
  • Mixed Sports Club

Mental Hobbies

  • Poetry and Literature Club
  • Stargazing Astronomy Club
  • Paranormal and Supernatural Investigations Club
  • Ludo Club

Output Productions

  • Outdoor Garden Club
  • Technological Development Club
  • Musical Productions Club
  • Visual and Physical Arts Club
  • Make your own
    {Requires 1 Staff member to act as an advisor}

Jobs

While all necessities are provided for while serving under the university, promising individuals may participate in task and missions in co-operation the school's allies and connections. Various bonuses may be provided to those eligible to the task, but certain jobs may may result in termination due repeated failures.

  • Mercenary [+7 UC] [16 points] (Security and fighting)
    Generally composed of tasks that require violence to solve. Operators are outsourced to fight in battles, or protect valuable assets.
    [Requires at least 3 sessions in any Specializations under Marksmanship, Sniping, Trickshot, Gunplay, Akimbo, Hand to Hand, Armed Melee, or Shielding]
    [Additional $500 when purchasing Regular Stipend]
    [Termination rate during failure: 85%]
  • Spy [+7 UC] [16 points] (Gather info or steal things)
    Tasks that require the upmost secrecy in their execution. Operators are outsourced to discreetly steal information or assets from targets.
    [Requires at least 2 sessions in any Specialization under Stealth, and 2 sessions in any Specialization under Deception, Espionage, Investigation, or reconnaissance]
    [Additional $500 when purchasing Regular Stipend]
    [Termination rate during failure: 85%]
  • Cleaner [+4 UC] [-12 points] (Remove evidence)
    Tasks involving the removal of evidences left behind by operators whether disposing of bodies, cleaning up blood, or erasing footage.
    [Requires at least 1 session in Traceless, and 1 session in any Specialization under Deception]
    [Additional $400 when purchasing Regular Stipend]
    [Termination rate during failure: 80%]
  • Handler [+3 UC] [-12 points] (Acts as a commander)
    Specialist that oversee the operations of a squad during missions. They are generally responsible for any loss or failure during a mission.
    [Requires at least 1 session in Strategy, or Tactics]
    [Additional $300 when purchasing Regular Stipend]
    [Termination rate during failure: 75%]
  • Supplier [+3 UC] [-12 points] (Gives stuff)
    Merchants or engineers capable of procuring or producing equipment needed by operators and delivering within a timely manner.
    [Requires at least 1 session in Negotiation, or any Specialization under Chemistry, Engineering, or Mechanics]
    [Additional $300 when purchasing Regular Stipend]
    [Termination rate during failure: 50%]
  • Researcher [+3 UC] [-8 points] (Help develop new tech or training)
    Data gathering, analysis, and presentation for the purpose of developing new methods and technologies for future operators to use.
    [Requires at least 2 sessions in any Specializations under Healthcare, Chemistry, Engineering, or Mechanics]
    [Additional $300 when purchasing Regular Stipend]
  • Instructor [+3 UC] [-16 points] (Teacher or trainer)
    Education and training of students in the university. Topics range from common academics, to firearms training and combat theory.
    [Requires at least 1 session in Teaching, and 3 sessions in any General Class, or specialization]
    [Additional $200 when purchasing Regular Stipend]
  • Mundane [+1 UC] [-8 points] (Blue and white collar jobs)
    Regular jobs available to common citizens. Though relatively low danger, applicants will have to maintain a given civilian identity.
    [Additional $100 when purchasing Regular Stipend]


Squads

Squads are groups of 2-6 students that will work together during exams, mock exams, and school activities. Most squads are usually made up of 4 people with 1 scout, 1 Heavy, 1 Commander, and 1 Medic

Each squad needs at least 2 students or graduates, and 1 staff member acting as the advisor. At most, a quad can have 6 students or graduates, and 2 staff members with one acting as the main advisor and the other acting as an assistant advisor.
Students and graduates can freely switch squads but have to belong to only 1, while staff members may manage multiple squads should they have the time to do so.

Roles

Unofficial designations produced by the students that are used to help students form squads. Recorded below is their primer:

Scout (Track enemy movement)
Scouts keep track of enemy combatants and try to take out high priority targets deep within enemy territory through any means.

  • Sharpshooter (Far away)
    These guys stay in the back lines far from the conflict, but still affecting the battlefield through long ranged means.
  • Rogue (Enemy lines)
    These guys want to be in the enemy lines to be effective, usually flanking ahead of the squad or gathering info on foot.

Heavy (Deal with environment)
Heavies have a big impact on the environment. They can alter the battlefield by making or breaking stuff with their equipment.

  • Assault (Breaking in)
    Specialists in breaking into an area. Whether through explosives, shotguns, or hammers, they have a penchant for breaking things.
  • Defender (Keeping out)
    Specialists in fortifying areas. They tend to build barricades, set up turrets, make lunch, and overall improve your stay in the battlefield.

Commander (Info specialist)
Commanders are all about information. Whether sending or receiving information, they're the ones that coordinate and make plans.

  • Informant (Gather info)
    Think the spies from any media. They will find out who you are and what weaknesses you have, and will exploit them for the team.
  • Tactician (Distribute info)
    Think the tacticians from strategy games. They tend to micromanage situations, but they usually have insight into how the battle will go.

Medic (Keep alive)
Medics want to keep the team alive. They will use all manner of skills and equipment to make sure the team returns as a whole

  • Guardian (Prevent wounds)
    Something like a paladin of sorts in MMO's. They prevent wounds from ever happening by blocking bullets with shields or portable cover.
  • Healer (Heal Wounds)
    Something like a support character in MMO's. They cure you of any "statuses" you may have and keep you in fighting condition longer.


Activities

Exams

{Non-lethal oportunites for action. Yes, they're structured like FPS gamemodes}

Symmetric

Free for All

Team Deathmatch

Flag Capture

Point Capture

Asymmetric

Defusal

Hostage

Secure

Payload

Missions

{High stakes lethal stuff, probably relates to major plot points}

War Prevention (Mandatory)

Cargo Protection

Civilian Raids

Executor Assistance

Current Events

You here for more information? Let's keep this brief, yeah? Alright. In 1540, President O'Hara had been recently elected and was having peace talks with then president of Tsuruoski, Karetnikov Androniki. For one reason or another, an unauthorized DoRaI mission in the coastal town of Valentin went south causing the explosive disaster you saw on the news. It had the MU's prints all over it and Tsuruoski was forced to retaliate.

And like that, dominoes started falling one after another, and it's only been two years or so. Everything's gone to shit, but that's not the only thing that happened since.

End of the War
There's been a ceasefire for a while now. The short of it is, an intercepted bomber blew up the capital of Al Byria, which was neutral at the time. Nobody really knows why either side was there to begin with, but there's been unsteady peace ever since. Experts say it'll last 3 years or so before things re-escalate, maybe even sooner.

Sviennen Cyber Attacks

Terrorist Insurgence

New Age Religion

Apocalyptic Prophecy

Political Unrest

Riots and Rebellion



Extra Information

Included in this section is some extra stuff that isn't really important but some might want to know anyway. Treat it like an FAQ page or something. Some questions and their respective answers may be added to the thread.

Gun Stats Benchmarks

Most stats here are basically generalizations and estimations because the author is not a gun expert, nor is he good at balancing the gun building system. {May require revisions, or extreme cases of headcanoning}

Power
The amount of energy per shot or bullet. High Power increases piercing ability against cover and armor but may lead to over-penetration and collateral damage.

  • 1 = Can penetrate dry wall
  • 5 = Can penetrate wooden reinforcements
  • 10 = Can penetrate concrete walls, or thin, soft metals
  • 15 = Can penetrate light vehicles, and is just short of penetrating ballistic shields and armor
  • 20 = Can penetrate light tank armor

Firerate
The number of projectiles that can be fired within a time frame. High Rate reduces the downtime between each bullet fired or trigger pull.

  • 1 = ~60 rounds per minute
  • 5 = ~300 rounds per minute
  • 10 = ~600 rounds per minute
  • 15 = ~900 rounds per minute
  • 20 = ~1200 rounds per minute

Range
The distance a projectile can travel while retaining energy. High Range increases the distance bullets travel when unobstructed.

  • 1 = ~50 meters
  • 5 = ~500 meters
  • 10 = ~750 meters
  • 15 = ~1250 meters
  • 20 = ~2000 meters

Accuracy
The probability of a projectile to travel towards the intended area. High Accuracy reduces bullet spread and environmental effects on bullets during travel.

  • 1 = 40% of shots will hit a human-sized target
  • 5 = 65% of shots will hit a human-sized target
  • 10 = 85% of shots will hit a human-sized target
  • 15 = 100% of shots will hit a human-sized target
  • 20 = The bullet will rarely variate from its path other than due to gravity even when past effective range

Handling
The ease of carrying, traversing, and aiming with the firearm equipped. High Handling increases deployment speed and maneuverability.

  • 1 = difficult to carry around, or utilize in any indoor areas
  • 5 = Clunky and rather heavy, enough to slow down even an unencumbered wielder
  • 10 = Standard size and shape for a rifle, may get snagged in tight corridors or indoors
  • 15 = Very maneuverable and small, making it easy to stow or aim even in very tight areas such as within vehicles
  • 20 = Very easy and natural to use, almost like carrying nothing

Stability
The ease of firing the weapon while reducing knockback and sway. High Stability reduces recoil from continuous fire, and sway while aiming high precision Rifles.

  • 1 = Recoil pattern of the weapon is unpredictable while also being very strong
  • 5 = The weapon tends to unevenly sway while also kicking upwards
  • 10 = The weapon kicks upwards in a predictable pattern when shot continuously
  • 15 = The weapon kicks up slightly, and is only noticeable when trying to aim at a target at the maximum effective range
  • 20 = Very rarely kicks when handle properly, either dispersing directly backwards or towards a stable surface

Some Setting Stuff

  • The year is 1542, around 2050s in terms of tech level
  • The campus itself does not have a name. That is to be decided once the MP starts


Changelog

v0.5.1

  • Specializations increased to 12 points (same cost as general classes)
  • Starting UC increased to 100 (double the initial amount in v0.3)
  • Shuffled the sorting of the Equipment section (Equipment > Contraband > Guns > Drones > Amenities, among other things)
  • Finalized list of Jobs (May take suggestions but will be working on descriptions soon)
  • Classroom Archetypes removed
  • Old Drones Section removed
  • Extra Caliber Sizes re-added to the Extra Services Section of Guns
  • Housing, Materials, Access, and Pass options in Amenities removed
  • Bike, Field Knife, and Multi Tool moved to Optional Free Equipment
  • Academics Class removed
  • All the Classes now have description

v0.5.2

  • Marked choices to be changed / removed with an "@" (Anything else should be safe to finalize your build on)
  • Minor miscellaneous fixes throughout the Guns section
  • General Classes cost 8 points, while Specializations cost 4 points
  • Self Study decreased to 2 points
  • Starting UC increased to 125
  • Jobs section now has descriptions
  • General Classes and Specializations reverted to their earlier cost of 12 and 8 points respectively
  • Hybrid Sight, Offset Iron Sights, Weighted Barrel, Internal Magazine, and Multi-Barrel added (descriptions to be added later)
  • Minor changes to some Classes such as revised descriptions
  • Guidance notes (aka the things within parenthesizes) of Classes and Specializations removed
  • Adjusted the descriptions of the Causcian continent

v0.5.3

  • Readjusted GunSchoolDigitalRedux from another thing to hide some text slightly
  • Readjusted and removed some equipment
  • Updated the description of the Application choices slightly
  • Extra Information section added
  • Nerfed Shotgun's Power and Range
  • Updated the rules for Optional Free Gear
  • PCC and Split Ammunition moved to Extra Services
  • Reunified the wording of choices under the Guns section
  • Changed Gun Stat Increase cost from -5 UC to -3 UC
  • Changed Caliber's exchange rate for Handguns and Rifles from 2S to 1S, removed Firerate exchange from Long Rifle Caliber changes
  • Changed Caliber's exchange rate for shotguns from 2S to 1S, removed Handling exchange rate for Birdshot, changed exchange rate for Slugs from 1P to 2P
  • Changed Gun Stat Increase cost from -3 UC to -2 UC
  • Changed Gunpowder Reduction from -2P to -1P, and cost from -3 UC to 0 UC
  • Edited
  • Why do you still go here?

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Pub: 06 May 2024 22:43 UTC

Edit: 28 Oct 2024 03:51 UTC

Views: 701