Implement capitalist cat

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The Summer Company evaluates operatives purely on **return on investment**. Combat effectiveness, completed contracts, and successful asset recovery increase **Shareholder Value (SV)**. As SV rises, internal departments allocate greater resources to the operative.
Funding level determines:
- Available rocket types
- Equipment access
- Resupply privileges
- Operational support
---
# Shareholder Funding Levels
## Tier 1 - Minimal Funding
You are considered equipment. Replacement cost is still cheaper than long-term investment.
**Approved Rocket Catalog**
Standard demolition products are now approved:
- HE Rocket
- Fragmentation Rocket
- Concussion Rocket
**Ammunition Ration Program**
The company has determined that explosives are cheaper than funerals.
- May restock rockets during Short Rests.
- Maximum ammunition: 3 rockets.
Any additional rockets must be purchased at standard employee rates.
---
## Tier 2 - Operational Funding
Your work has generated measurable revenue. Management has decided to delay your replacement.
**Reload Automation Initiative**
Engineers have installed a small mechanical loader to increase productivity.
* Reloading becomes automatic after firing. The operative may move, dodge, or perform other actions while the launcher reloads.
**Free Health Insurance**
After reviewing mortality reports, the company has concluded that slightly healthier operatives live longer.
* You regain an additional Hit Die worth of HP during short rests
**Better Salary**
Your paycheck has increased slightly.
* You gain +1 Charisma and +1 Willpower
* You gain a +20% discount at most summer company merchants.
Employee enthusiasm is expected to increase accordingly.
---
## Tier 3 - Additional Funding
You are no longer considered easily replaceable. Replacing you would require paperwork.
**Expanded Rocket Catalog**
Tactical explosives are now approved:
- Incendiary Rocket
- Cryo Rocket
- Gas Rocket
**Ammunition Budget Expansion**
Your department has approved a modest increase in your explosives allowance.
- Rocket restocking may now be performed at any major town under authority influence.
- Gain **+1 Rocket Carry Capacity
---
## Tier 4 - Strategic Funding
Management now considers you an asset worth maintaining.
**Precision Profit Optics**
Your launcher has been upgraded with battlefield analytics hardware.
* Rockets gain **+5% Penetration**
- Rockets gain **+2 to hit**
The optics also collect combat data to improve future weapons. You will **not** receive compensation for providing this data.
**Premium Targeting Upgrade**
Your weapon now includes a paid software feature.
- Rockets may detonate mid-air
This upgrade normally costs **$33.99 per week**, but is temporarily waived while your productivity remains high.
---
## Tier 5 - Superior Funding
Your performance has increased your market value. The company would now prefer you survive.
**Advanced Rocket Catalog**
High-cost explosives have been approved:
- Shaped Charge Rocket
- Cluster Rocket
- Overpressure Rocket
**Expanded Explosives Budget**
Management has approved emergency funding.
- Maximum rockets increases to **5**.
**Express Delivery** (1/Long Rest):
If combat operations threaten quarterly profits, supplies may be delivered by drone.
* You may call in an airdrop, granting you 2 rockets of your choice.
Standing beneath the drop zone is discouraged.
---
## Tier 6 - Executive Funding
At this stage, your combat performance is considered extremely profitable. The company will now allocate serious resources to keep you operational.
**Express Delivery with Same-Day-Shipping**:
The delivery drone has been upgraded.
* Express Delivery now gives you **5** additional rockets immediately instead of 2.
The drone prioritizes cargo safety over employee safety. Please move away from the drop zone if possible (really).
**Customer Support (1/Long Rest):**
If a battlefield situation becomes inconvenient, simply contact customer support.
* You can throw a flare (9 meter range) to call in a **hyper-mortar** strike.
* Requires you to be within 45 kilometers of summer isle.
(Support requests may be denied if the operator is on break)
**Hyper-Mortar Strike**
Your support ticket has been processed. An offshore artillery platform will resolve the issue.
Delay: **1 round**
Impact:
- **Damage:** 4d10 Fire + 4d10 Force
- **Radius:** 6 meters
- **Posture Damage:** 8 (NB)
- **Penetration:** 30%
Hyper-Mortar Strike cannot be parried or blocked. Creatures may Dodge normally.
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Unlocked by **Increasing Shareholder Value**, (completing requests for the Summer Company).
The operative maintains a **3-rocket loadout** at any time. During **Short Rests** or while at **Summer Company Outposts**, the Enforcer may restock their launcher with **any combination of unlocked rockets**.
Example:
- 2 HE Rockets
- 1 Gas Rocket
# Standard Rocket Types (Unlocked from Start)
## HE Rocket (High Explosive)
The baseline demolition round used by most Summer Company contractors.
**Damage:** 2d8 Fire + 1d8 Force
**Posture Damage:** 4
**Penetration:** 20%
**Chip Damage:** 40%
**Riposte Modifier:** -
**Blast Radius:** 4.5 meters
## Fragmentation Rocket
Designed to shred lightly armored enemies and deny open spaces.
**Damage:** 2d6 Pierce + 1d6 Fire
**Posture Damage:** 3
**Penetration:** 30%
**Chip Damage:** 30%
**Riposte Modifier:** -
**Blast Radius:** 6 meters
**Special:** Targets hit must succeed a **Dexterity Save** or suffer Medium bleed buildup
## Concussion Rocket
A blunt shockwave round meant to disrupt formations rather than kill.
**Damage:** 1d6 Force + 1d6 Blunt
**Posture Damage** 8 (NB)
**Penetration:** 10%
**Chip Damage:** -
**Riposte Modifier:** -
**Blast Radius:** 6 meters
**Special:**
Creatures in the radius must make a **Strength Save** or:
- Be **knocked prone**
- Lose **2 additional posture**
---
# Tactical Rocket Types (Additional Funding)
## Incendiary Rocket
A volatile fuel mixture that ignites the battlefield.
**Damage:** 1d10 Fire
**Posture Damage:** 3
**Penetration:** 25%
**Chip Damage:** 50%
**Riposte Modifier:** -
**Blast Radius:** 3 meters
**Special:** Creates a **burning zone** lasting **2 rounds**.
Creatures inside take:
- **1d6 Fire damage at the start of their turn**
## Cryo Rocket
Experimental tech stolen from Hive research.
**Damage:** 1d6 Ice + 1d6 Force
**Posture Damage:** 4
**Penetration:** 20%
**Chip Damage:** 35%
**Riposte Modifier:** -
**Blast Radius:** 4.5 meters
**Special:**
Targets hit must make a **Constitution Save** or become Chilled
## Gas Rocket
Chemical payload used by Summer Company sabotage teams.
**Damage:** 1d4 Gas
**Posture Damage:** 2
**Penetration:** 10%
**Chip Damage:** 60%
**Riposte Modifier:** -
**Blast Radius:** 4.5 meters
**Special:**
Creates a **Gas Cloud** lasting **2 rounds**.
Creatures inside take:
- **1d6 Gas damage each round**
- Disadvantage on **Perception checks**
---
# Advanced Rocket Types (Superior Funding)
## Shaped Charge Rocket
Designed to penetrate armor and structures.
**Damage:** 3d8 Pierce
**Posture Damage (Blocked):** 5
**Penetration:** 50%
**Chip Damage:** 25%
**Riposte Modifier:** -
**Blast Radius:** 1.5 meters
**Special:**
Against armored targets:
- Deals **+2 damage dice**
## Cluster Rocket
Payload disperses multiple sub-munitions.
**Damage:** 1d4 Fire (5 instances)
**Posture Damage (Blocked):** 2 per instance
**Penetration:** 20%
**Chip Damage:** 30%
**Riposte Modifier:** -
**Blast Radius:** 4.5 meters
Damage is resolved **three separate times**, applying armor reduction individually.
## Overpressure Rocket
Prototype breaching round meant for clearing rooms.
**Damage:** 2d6 Force + 2d6 Fire
**Posture Damage:** 7 (NB)
**Penetration:** 30%
**Chip Damage:** -
**Riposte Modifier:** -
**Blast Radius:** 4.5 meters
**Special**:
Enemies hit must make a **Constitution Save**.
Failure:
- **Stunned for 1 round**
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### 1-Star Mantras
Available from **Level 1**
### 2-Star Mantras
Begin appearing at **Level 5**
### 3-Star Mantras
Begin appearing at **Level 9
---
# 1-Star Mantras
---
### Jolt Grab
Type: Combat
Cost: 2 Ether
Action: Action
Cooldown: 3 rounds
Dash **4.5 meters** forward with a lightning-charged arm.
If a creature is hit:
- Deal **1d8 Lightning damage**
- Slam the target to the ground
- All creatures within **1.5 meters** take **1d4 Lightning damage**
- Target loses **2 Posture**
### Lightning Beam
Type: Combat
Cost: 2 Ether
Action: Action
Cooldown: 2 rounds
Fire a straight **9 meter beam** of lightning.
- **Damage:** 1d10 Lightning
- **Posture Damage:** 2
- Pierces through creatures in the line.
### Electro Carve
Type: Combat
Cost: 2 Ether
Action: Action
Cooldown: 2 rounds
Create a rotating orb of electricity in your hands for **1 round**.
- At the end of the turn it deals **3 hits of 1d4 Lightning damage**
- Each hit deals **1 Posture damage**
### Fleeting Sparks
Type: Combat
Cost: 1 Ether
Action: Bonus Action
Cooldown: 3 rounds
Create **3 lightning sparks** that seek nearby enemies within **9 meters**.
Each spark deals:
- **1d4 Lightning damage**
- **1 Posture damage**
Targets are chosen automatically.
### Thunder Kick
Type: Combat
Cost: 1 Ether
Action: Bonus Action
Cooldown: 2 rounds
Perform a thunder-charged kick.
- **Damage:** 1d6 Lightning
- Push the target **3 meters**
- Target loses **2 Posture**
### Storm Dash
Type: Mobility
Cost: 1 Ether
Action: Bonus Action
Cooldown: 2 rounds
Dash **4.5 meters** in a lightning blur.
Your next attack this turn gains:
- **+1 to hit**
---
# 2-Star Mantras
---
### Lightning Strike
Type: Combat
Cost: 3 Ether
Action: Action
Cooldown: 3 rounds
Call lightning down at a point within **12 meters**.
- **Damage:** 2d8 Lightning
- **Radius:** 3 meters
- **Posture Damage:** 3
### Lightning Impact
Type: Combat
Cost: 3 Ether
Action: Action
Cooldown: 4 rounds
Leap upward then crash down.
- **Damage:** 2d6 Lightning
- **Radius:** 3 meters
- **Posture Damage:** 3
Targets hit are launched **1.5 meters upward**.
### Grand Javelin
Type: Combat
Cost: 3 Ether
Action: Action
Cooldown: 3 rounds
Throw a spear of lightning **12 meters**.
- **Damage:** 2d8 Lightning
- **Posture Damage:** 3
- **Penetration:** +10%
### Rising Thunder
Type: Mobility / Combat
Cost: 3 Ether
Action: Action
Cooldown: 4 rounds
Rush **6 meters** forward with lightning-charged fists.
Creatures hit:
- Take **2d6 Lightning damage**
- Lose **3 Posture**
- Are lifted briefly into the air.
You then crash down, dealing **1d6 Lightning** in **1.5 meters**.
### Storm Step
Type: Mobility
Cost: 2 Ether
Action: Bonus Action
Cooldown: 3 rounds
Teleport in a flash of lightning **6 meters**.
Creatures within **1.5 meters** of your starting location take:
- **1d6 Lightning damage**
### Conductive Mark
Type: Support
Cost: 2 Ether
Action: Bonus Action
Cooldown: 4 rounds
Mark a creature within **12 meters** with electricity for **2 rounds**.
The next lightning damage they take gains:
- **+1d8 damage**
- **+2 Posture damage**
---
# 3-Star Mantras
---
### Emotion Wave
Type: Combat
Cost: 4 Ether
Action: Action
Cooldown: 4 rounds
Strike the ground with lightning, sending waves outward.
- **Damage:** 2d8 Lightning
- **Radius:** 4.5 meters
- **Posture Damage:** 4
Lightning strikes erupt outward from the center.
---
### Stormcaller Descent
Type: Combat
Cost: 4 Ether
Action: Action
Cooldown: 5 rounds
Leap into the air before summoning a thunder crash.
- **Damage:** 3d8 Lightning
- **Radius:** 4.5 meters
- **Posture Damage:** 4
Enemies hit are pushed **3 meters** outward.
### Chain Lightning
Type: Combat
Cost: 4 Ether
Action: Action
Cooldown: 4 rounds
Lightning arcs between enemies.
- **Damage:** 2d8 Lightning
- Jumps to **up to 3 additional enemies within 4.5 meters**
- Each jump deals **-1 damage**
### Thunderstorm Call
Type: Combat
Cost: 5 Ether
Action: Action
Cooldown: 6 rounds
Summon a storm over a **6 meter radius** area for **2 rounds**.
Each round enemies inside suffer:
- **1d10 Lightning damage**
- **2 Posture damage**
### Ionized Battlefield
Type: Support
Cost: 4 Ether
Action: Action
Cooldown: 5 rounds
Electrify a **6 meter radius** area for **2 rounds**.
Enemies inside:
- Lose **1 Posture at the start of their turn**
- Suffer **-2 Dodge Throws**
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# LEVEL 1 (Pack: 1)
### T01 - **Explosive Specialist**
- Rocket explosion radius **+1.5 meters**
- Rocket **Posture Damage +1**
---
# LEVEL 2 (Pack: 2)
### T02 - **Stealth Demolition**
- If you fire a rocket while **Hidden**, the attack gains **+10% Penetration** and **+10% Chip Damage**
### T03 - **Shock Deployment**
- When combat begins, you may **immediately reload the NMM for free**
- Gain **+1 Initiative**
---
# LEVEL 3 (Pack: 1)
### T04 - **Area Denial**
- Creatures hit by your rockets suffer **-1 Dodge Throws** until the start of your next turn
---
# LEVEL 4 (Pack: 2)
### T05 - **Blastwave Engineering**
- Rocket explosion radius **+1.5 meters**
- Creatures hit by the blast are **pushed 1.5 meters away from the center**
### T06 - **Corporate Logistics**
- Rocket carry capacity **+1**
- Assisted Reload may be performed from **3 meters away**
---
# LEVEL 5 (Pack: 1)
### T07 - **Warhead Overpressure**
- Rocket damage **+1 die**
---
# LEVEL 6 (Pack: 2)
### T08 - **Field Loader Training**
- If an ally performs **Assisted Reload**, your next rocket gains
- **+1 die damage**
- **+2 Posture Damage**
### T09 - **Shaped Detonation**
- Creatures within **3 meters of the blast center** take **+2 damage** and **+2 Posture Damage**
---
# LEVEL 7 (Pack: 1)
### T10 - **Mobile Artillery**
- Movement Speed **+1.5 meters**
- You may **move up to 3 meters immediately after firing a rocket**
---
# LEVEL 8 (Pack: 2)
### T11 - **Shockwave Fracture**
- If your rocket hits **3 or more enemies**, they each lose **1 additional Posture**
### T12 - **Suppression Pattern**
- Enemies hit by your rockets suffer **-1 attack rolls** until the start of their next turn
---
# LEVEL 9 (Pack: 1)
### T13 - **Blast Breaker**
- Rockets deal **+3 Posture damage against blocking targets**
---
# LEVEL 10 (Pack: 2)
### T14 - **Backblast Discipline**
- You take **no damage from your own rockets**
### T15 - **Target Lock**
- Rockets gain **+2 to hit** against enemies **more than 9 meters away**
---
# LEVEL 11 (Pack: 1)
### T16 - **Fragment Saturation**
- Rockets deal **+2 damage to each creature hit after the first**
---
# LEVEL 12 (Pack: 2)
### T17 - **Shockline Detonation**
- If a rocket **posture-breaks a creature**, all enemies within **3 meters** lose **2 Posture**
### T18 - **Forward Spotter**
- Allies attacking enemies hit by your rockets gain **+1 to hit** until the start of your next turn
---
# LEVEL 13 (Pack: 1)
### T19 - **Airburst Calibration**
- Airburst rockets increase explosion radius **+1.5 meters**, **+1 to hit** and gain **+10 Penetration**.
---
# LEVEL 14 (Pack: 2)
### T20 - **Rapid Reposition**
- After firing a rocket, gain **+3 meters movement** this turn
### T21 - **Structural Collapse**
- Rockets deal **+2 damage to enemies within 3 meters of terrain or walls**
---
# LEVEL 15 (Pack: 1)
### T22 - **Heavy Payload Rack**
- Rocket carry capacity **+2**
- Lose 3 meters movement speed
---
# LEVEL 16 (Pack: 2)
### T23 - **Terrain Denial**
- Terrain within **4.5 meters of rocket impact** becomes **difficult terrain for 1 round**
### T24 - **Assisted Barrage**
- If your rocket is **Assisted Reloaded**, it gains
- **+1.5 meter explosion radius**
- **+10% Penetration**
---
# LEVEL 17 (Pack: 1)
### T25 - **Demolition Authority**
- Rockets deal **+2 damage**
- Rockets deal **+1 Posture Damage**
---
# LEVEL 18 (Pack: 2)
### T26 - **Overpressure Wave**
- Enemies hit by your rockets suffer **-1.5 meters movement speed** for 1 round
### T27 - **Chain Blast**
- If your rocket kills a creature, enemies within **3 meters** take **1d8 Force damage**
---
# LEVEL 19 (Pack: 1)
### T28 - **Killzone Control**
- Rocket explosion radius **+1.5 meters**
- Creatures inside the explosion suffer **-1 on Dodge Throws**
---
# LEVEL 20 (Pack: 2)
### T29 - **Maximum Payload**
- Rocket damage **+1 die**
- Rocket Posture Damage **+2**
### T30 - **Strategic Bombardment**
- Once per combat, you may fire **two rockets with the same shot**
- Both rockets **must target the same point**.
- This puts alot of strain onto the NMM. For the rest of the combat, reloading takes twice as long to do. This applies to assisted reloads.