User Guide

MESSIAH
Bazooka The bazooka fires a frighteningly lethal missile along a
direct path to its targeted victim. With infinite range, fast reload, zero trajectory
arc, and a speedy velocity, the bazooka is a handy toy for long range combat. If
fired at close range the bazooka can be quite dangerous as the subsequent missile explosion
will most likely damage the user as well as the target.
Maser Though impressive looking, this weapon is totally useless
against organic creatures. Rarely seen on the streets of City Faktur, this weapon
was created specifically to take down Armored Behemoths. Firing a powerful
electro-subtractive pulse, the Maser is tremendously useful in taking down even the most
ferocious mechanical foes.
R.P.H The rocket propelled harpoon is the most devastating
weapon ever to appear on the streets of City Faktur. The R.P.H. pierces the intended
target, lifting them off the ground and impaling them on a nearby wall where they
will wither in agony before eventually collapsing. Good at both close and long range, the RPH is
absolutely devastating since it’s capable of killing a person with one shot.
SECONDARY WEAPONS
Grenade Standard issue to Medium Cops, the grenade behaves just
as one might expect, exploding in a shower of shrapnel which is lethal in direct
hits, and still quite effective for those standing near it when it detonates.
Concussion Grenade
Issued to Riot Cops whose primary purpose is crowd
control, the concussion grenade is useful for incapacitating large groups of
characters while causing no damage to the surrounding area. When the grenade
detonates, it emits a large flash that stuns them momentarily. While this weapon does not kill
characters, it is useful for stunning characters momentarily that are potential possession
candidates.
Stick ‘Um Grenade This weapon embeds itself into the target when it is thrown
and then begins to emit a subtle audio tone to alert the user that it is active. The
stick ‘um will remain active and wait until the “Secondary Weapon Key” is pressed
again at which time it will detonate. While useful for planting on explosive objects so that the
user has time to clear the area, its real potential lies in attaching the grenade to a human foe
who will panic and run toward their allies desperately seeking help where it can be then
detonated by the user.
Distortion Grenade The most powerful of the secondary weapons, the distortion
grenade is tossed like a normal grenade but creates a warping anomaly that can
literally bend solid objects. Any creature caught in the path of the distortion
grenade will be thrown as if they were standing next to a violent explosion and will sustain
similar amounts of damage. Like a standard grenade, the distortion grenade can be banked off
walls due to its built in three-second timer.
Jumping Betty Unlike its grenade counterparts, this secondary weapon
packs a powerful punch in the form of a proximity mine. Once discharged with the
“Secondary Weapon Key” the jumping betty will lie in wait until another character
triggers its proximity sensor. Once triggered, this mine leaps five feet into the air making five
complete horizontal rotations firing a flechett every ten degrees of rotation.
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