Finally, a day where my parents do not need the net more then me AND the Smart One can survive five minutes without fanfic.
What you missed in a matchbox: my father is applying for a job over seas to teach the natives how to run a jail, causing house-wide stress. I haven't seen Cheese in a week, and I founded a camera del vidio that I'm trying to make work good. (my english speaking good, no?)
I really don't have anything to write about, so time for my special PARANOIA XP weapons. Home brewed, too. (all but the sniper are experimental.)
Weapon type dmg MBM Shots Range Cost Clearance
Shrapgun Porject Impct W3K 5 40 350 Yellow
Slugthrowers:
Sniper Porject Impct W2K - 200 1000 Green
Volley Porject Impct W3K Really, 1 50 1000 Blue
Discgun Porject Impct W2K - 50 750 Green
Discgun: ammunition for this gun are small razor discs instead of standard bullets. On a roll of 1, the shot goes through the target and hits the next thing behind it.
Malfunction: It jams. If the GM thinks it funny, it also sends a disc into the shooter.
Remedy: A successful specialty roll clears the jam.
Shrapgun: this fires packs of needles into people. Count energy-only armor (like that of most troubleshooters) as only half value, rounded down. Hardened armor has its value doubled against shrapguns.
Malfunction: it explodes like a grenade. HA-HA!
Remedy: if the shooter has tools on hand and rolls a 1 on a specialty roll, he does clear the jam before it explodes.
Sniper rifle: the distance rifle.
Malfunction and remedy: as a normal slugthrower.
Volleygun: this special slugthrower fires its entire ammunition store in a single shot. Count it as a spray attack.
Malfunction: it's gonna explode, dude.
Remedy: get some nice ColdFun for your next clone. He's been through a traumatizing experiance.