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paths:powdermonkey_path [2025/07/08 03:09] – [Overwatch] vondorpaths:powdermonkey_path [2026/03/13 18:49] (current) – hyperlinking nonlethal entry elfinlocks
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   * **Requirements:** [[priority:skills:craft|Craft]] (Alchemy or Firearms) 1, 5 EXP   * **Requirements:** [[priority:skills:craft|Craft]] (Alchemy or Firearms) 1, 5 EXP
  
-You may craft black powder, bullets, and shots - by spending 1 hour, you craft a number of shots equal to your Secondary Ability Modifier. This shot can only be used by you, and costs nothing to create aside from your time. If the shot gets wet, it is ruined, and you must make more. You may have a total number of “free” shots equal to five times your ranks in Craft (Alchemy) or Craft (Firearms) at any given time, whichever skill is higher. +You may craft black powder, bullets, and shots - by spending 1 hour, you craft a number of shots equal to your Secondary Ability Modifier. This shot can only be used by you, and costs nothing to create aside from your time. If the shot gets wet, it is ruined, and you must make more. You may have a total number of “free” shots equal to five times your ranks in[[priority:skills:craft|Craft]] (Alchemy) or[[priority:skills:craft|Craft]] (Firearms) at any given time, whichever skill is higher. 
 </WRAP> </WRAP>
  
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   * **Requirements:** [[priority:skills:craft|Craft]] (Firearms) 1, 5 EXP   * **Requirements:** [[priority:skills:craft|Craft]] (Firearms) 1, 5 EXP
  
-You have honed your skills in gunsmithing, and may now craft firearms, black powder, specialty ammunition, and black powder siege weapons twice as fast as normal.+You have honed your skills in gunsmithing, and may now[[priority:skills:craft|Craft]] firearms, black powder, specialty ammunition, and black powder siege weapons twice as fast as normal.
 </WRAP> </WRAP>
  
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 ==== Momentum ==== ==== Momentum ====
 <WRAP round box> <WRAP round box>
-  * **Requirements:** Devil’s Playground, Quick Clear, [[chargen:common_terms#core_stats|CST]] 8, Craft (Alchemy or Firearms) 5, 15 EXP+  * **Requirements:** Devil’s Playground, Quick Clear, [[chargen:common_terms#core_stats|CST]] 8,[[priority:skills:craft|Craft]] (Alchemy or Firearms) 5, 15 EXP
  
 Once you get rolling in a gunfight, your aim sharpens, letting you fill your enemies with the optimal amount of lead. On your first successful attack against an enemy with a Two Handed Firearm or Crossbow, you gain 1 Momentum. Momentum may then be spent after making a successful attack to increase that attack's damage roll, as shown on the below chart.  Once you get rolling in a gunfight, your aim sharpens, letting you fill your enemies with the optimal amount of lead. On your first successful attack against an enemy with a Two Handed Firearm or Crossbow, you gain 1 Momentum. Momentum may then be spent after making a successful attack to increase that attack's damage roll, as shown on the below chart. 
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-==== Tempo Salvo ====+==== Suppressing Fire  ====
 <WRAP round box> <WRAP round box>
-  * **Requirements:** Momentum, [[chargen:common_terms#core_stats|CST]] 10, Craft (Alchemy or Firearms) 8,  20 EXP+  * **Requirements:** Momentum, [[chargen:common_terms#core_stats|CST]] 10,[[priority:skills:craft|Craft]] (Alchemy or Firearms) 8,  10 EXP 
 + 
 +As long as you have at least one Momentum you may spend 4 TP and to mark a single target in range that you can perceive. This target remains marked as long as long as you have at least one momentum. If the target moves toward you, you spend a momentum and may reload your firearm as a Free Action; next make an attack against the target with the firearm as if it were an attack of opportunity. You gain momentum for hitting the target and may continue to use this talent if the target continues to move towards you. 
 + 
 +</WRAP> 
 + 
 +==== Tempo Salvo  ==== 
 +<WRAP round box> 
 +  * **Requirements:** Momentum, [[chargen:common_terms#core_stats|CST]] 8,[[priority:skills:craft|Craft]] (Alchemy or Firearms) 8,  20 EXP 
 + 
 +When you miss an attack with a Two Handed Firearm or Crossbow, you may spend 2 TP to gain 1 Momentum. Additionally, when you hit with a Two Handed Firearm or Crossbow, you may spend 4 TP to gain 2 Momentum instead of 1 (this listed cost includes the 1 free Momentum on your first attack per round).
  
-When you miss an attack with a Two Handed Firearm or Crossbow, you may spend 2 [[game_systems:tactic_pool|TP]] to gain 1 Momentum. Additionally, when you hit with a Two Handed Firearm or Crossbow, you may spend 4 [[game_systems:tactic_pool|TP]] to gain 2 Momentum instead of 1 (this listed cost includes the 1 free Momentum on your first attack per round). 
 </WRAP> </WRAP>
  
 ==== Never Run Dry ==== ==== Never Run Dry ====
 <WRAP round box> <WRAP round box>
-  * **Requirements:** Momentum, [[chargen:common_terms#core_stats|CST]] 12, Craft (Alchemy or Firearms) 12, 20 EXP+  * **Requirements:** Momentum, [[chargen:common_terms#core_stats|CST]] 12,[[priority:skills:craft|Craft]] (Alchemy or Firearms) 12, 20 EXP
  
 By spending 1 Momentum, you may reload a Two Handed Firearm or Crossbow as a Free Action. By spending 1 Momentum, you may reload a Two Handed Firearm or Crossbow as a Free Action.
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 ==== Killing Spree ==== ==== Killing Spree ====
 <WRAP round box> <WRAP round box>
-  * **Requirements:** Tempo Salvo, [[chargen:common_terms#core_stats|CST]] 16, Craft (Alchemy or Firearms) 14, 25 EXP+  * **Requirements:** Tempo Salvo, [[chargen:common_terms#core_stats|CST]] 16,[[priority:skills:craft|Craft]] (Alchemy or Firearms) 14, 25 EXP
  
 If you kill or render a creature unconscious with a Two Handed Firearm or Crossbow, you gain Momentum equal to the creature's [[priority:health|Hit Die]]. If you kill or render a creature unconscious with a Two Handed Firearm or Crossbow, you gain Momentum equal to the creature's [[priority:health|Hit Die]].
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 ==== Running Riot ==== ==== Running Riot ====
 <WRAP round box> <WRAP round box>
-  * **Requirements:** Killing Spree, [[chargen:common_terms#core_stats|CST]] 20, Craft (Alchemy or Firearms) 15, 40 EXP+  * **Requirements:** Killing Spree, [[chargen:common_terms#core_stats|CST]] 20,[[priority:skills:craft|Craft]] (Alchemy or Firearms) 15, 40 EXP
  
 You may now spend additional Momentum on successful attacks to gain even more bonus damage, as shown below: You may now spend additional Momentum on successful attacks to gain even more bonus damage, as shown below:
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 ==== The Modifier™  ==== ==== The Modifier™  ====
 <WRAP round box> <WRAP round box>
-  * **Requirements:** [[chargen:common_terms#core_stats|CST]] 4, Knowledge (Engineering) 5, 15 EXP+  * **Requirements:** [[chargen:common_terms#core_stats|CST]] 4, [[priority:skills:knowledge|Knowledge]] (Engineering) 5, 15 EXP
  
 You may now modify Crossbows and Firearms - each weapon type possesses a certain number of Mod Slots, which you may use to improve the weapon's statistics. Improving a specific stat more than once requires that you select a Drawback in another stat each time. Modifying a weapon takes 1 hour - you may change any number of Mod Slots in this timeframe. You may now modify Crossbows and Firearms - each weapon type possesses a certain number of Mod Slots, which you may use to improve the weapon's statistics. Improving a specific stat more than once requires that you select a Drawback in another stat each time. Modifying a weapon takes 1 hour - you may change any number of Mod Slots in this timeframe.
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 ==== Master Tinkerer ==== ==== Master Tinkerer ====
 <WRAP round box> <WRAP round box>
-  * **Requirements:** The Modifier™,[[chargen:common_terms#core_stats|CST]] 10, Knowledge (Engineering) 10, 20 EXP+  * **Requirements:** The Modifier™,[[chargen:common_terms#core_stats|CST]] 10, [[priority:skills:knowledge|Knowledge]] (Engineering) 10, 20 EXP
  
 Your modified Crossbows and Firearms gain one additional Mod slot. Your modified Crossbows and Firearms gain one additional Mod slot.
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 ==== Potent Blend ==== ==== Potent Blend ====
 <WRAP round box> <WRAP round box>
-  * **Requirements:** The Modifier ™ ,[[chargen:common_terms#core_stats|CST]] 6, Craft (Alchemy) or Craft (Weapon and Armor) 10, 10 EXP+  * **Requirements:** The Modifier ™ ,[[chargen:common_terms#core_stats|CST]] 6,[[priority:skills:craft|Craft]] (Alchemy) or[[priority:skills:craft|Craft]] (Weapon and Armor) 10, 10 EXP
  
 You may spend 1 [[game_systems:tactic_pool|TP]] when crafting shot - this ammo inflicts an additional 1d10 damage when used in a Firearm or Crossbow by any creature. This additional damage is an [[chargen:common_terms#enhancement_bonuses|Enhancement Bonus]]. As long as this ammo is intact and unused, the TP remained reserved for that shot, and thus your total TP is considered to be 1 point less until the shot is discharged or otherwise unusable.  You may spend 1 [[game_systems:tactic_pool|TP]] when crafting shot - this ammo inflicts an additional 1d10 damage when used in a Firearm or Crossbow by any creature. This additional damage is an [[chargen:common_terms#enhancement_bonuses|Enhancement Bonus]]. As long as this ammo is intact and unused, the TP remained reserved for that shot, and thus your total TP is considered to be 1 point less until the shot is discharged or otherwise unusable. 
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 ==== Elemental Blend ==== ==== Elemental Blend ====
 <WRAP round box> <WRAP round box>
-  * **Requirements:** Potent Blend, [[chargen:common_terms#core_stats|CST]] 8, Craft (Alchemy) or Craft (Weapon and Armor) 12, 20 EXP+  * **Requirements:** Potent Blend, [[chargen:common_terms#core_stats|CST]] 8,[[priority:skills:craft|Craft]] (Alchemy) or[[priority:skills:craft|Craft]] (Weapon and Armor) 12, 20 EXP
  
 When creating shot using Potent Blend, you may instead choose from the following elements - the shot gains the effect of that element, and modifies its [[game_systems:combat:damage|damage]] accordingly. When creating shot using Potent Blend, you may instead choose from the following elements - the shot gains the effect of that element, and modifies its [[game_systems:combat:damage|damage]] accordingly.
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 ==== Versatile Ammo ==== ==== Versatile Ammo ====
 <WRAP round box> <WRAP round box>
-  * **Requirements:** Potent Blend, [[chargen:common_terms#core_stats|CST]] 8, Craft (Alchemy) or Craft (Weapon and Armor) 12, 20 EXP+  * **Requirements:** Potent Blend, [[chargen:common_terms#core_stats|CST]] 8,[[priority:skills:craft|Craft]] (Alchemy) or[[priority:skills:craft|Craft]] (Weapon and Armor) 12, 20 EXP
  
 When crafting shot with Potent Blend, you may instead choose from the following effects instead of the normal 1d10 damage bonus.  When crafting shot with Potent Blend, you may instead choose from the following effects instead of the normal 1d10 damage bonus. 
  
-  * **Sandbag Round:** The ammo now inflicts an additional 1d10 damage - its damage type becomes Bludgeoning (nonlethal).+  * **Sandbag Round:** The ammo now inflicts an additional 1d10 damage - its damage type becomes Bludgeoning ([[game_systems:combat:health#non-lethal_damage|Non-Lethal damage]]).
   * **Buckshot:** The ammo inflicts an additional 2d10 damage against a target in melee with you   * **Buckshot:** The ammo inflicts an additional 2d10 damage against a target in melee with you
   * **Grapeshot:** Your attack is now a 20ft cone (Reflex half; DC equal to your attack roll). This effect costs 4 TP, or 2 TU.     * **Grapeshot:** Your attack is now a 20ft cone (Reflex half; DC equal to your attack roll). This effect costs 4 TP, or 2 TU.  
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   * **Snare Shot:** This shot inflicts no damage - creatures hit must make a Reflex save (DC equal to your attack roll + 5) or become [[game_systems:combat:status_conditions#immobilized|Immobilized]] until they succeed on the saving throw. A successful save applies [[game_systems:combat:status_conditions#hindered|Hindered]] for a number of rounds equal to your Secondary Attribute Modifier.   * **Snare Shot:** This shot inflicts no damage - creatures hit must make a Reflex save (DC equal to your attack roll + 5) or become [[game_systems:combat:status_conditions#immobilized|Immobilized]] until they succeed on the saving throw. A successful save applies [[game_systems:combat:status_conditions#hindered|Hindered]] for a number of rounds equal to your Secondary Attribute Modifier.
 </WRAP> </WRAP>
 +==== Volatile Blend ====
 +<WRAP round box>
 +  * **Requirements:** Potent Blend ,[[chargen:common_terms#core_stats|CST]] 12,[[priority:skills:craft|Craft]] (Alchemy) or[[priority:skills:craft|Craft]] (Weapon and Armor) 12, 15 EXP
 +
 +You may spend 2 [[game_systems:tactic_pool|TP]] when crafting shot - this ammo inflicts an additional 2d10 damage when used in a Firearm or Crossbow by any creature. This additional damage is an [[chargen:common_terms#enhancement_bonuses|Enhancement Bonus]]. As long as this ammo is intact and unused, the TP remained reserved for that shot, and thus your total TP is considered to be 2 poinst less until the shot is discharged or otherwise unusable. 
 +
 +If desired, the shot may be crafted by expending 2TU of material, negating the need to reserve TP.
 +</WRAP>
 +
 +==== Ruinous Blend ====
 +<WRAP round box>
 +  * **Requirements:** Volatile Blend ,[[chargen:common_terms#core_stats|CST]] 18,[[priority:skills:craft|Craft]] (Alchemy) or[[priority:skills:craft|Craft]] (Weapon and Armor) 15, 25 EXP
 +
 +You may spend 3 [[game_systems:tactic_pool|TP]] when crafting shot - this ammo inflicts an additional 3d10 damage when used in a Firearm or Crossbow by any creature. This additional damage is an [[chargen:common_terms#enhancement_bonuses|Enhancement Bonus]]. As long as this ammo is intact and unused, the TP remained reserved for that shot, and thus your total TP is considered to be 3 points less until the shot is discharged or otherwise unusable. 
 +
 +If desired, the shot may be crafted by expending 3TU of material, negating the need to reserve TP.
 +</WRAP>
 +
  
 ==== Hit the Ground! ==== ==== Hit the Ground! ====
 <WRAP round box> <WRAP round box>
-  * **Requirements:** [[chargen:common_terms#core_stats|CST]] 5, Acrobatics 5, 10 EXP+  * **Requirements:** [[chargen:common_terms#core_stats|CST]] 5, [[priority:skills:acrobatics|Acrobatics]] 5, 10 EXP
  
 As an Immediate Action, you may spend 2 [[game_systems:tactic_pool|TP]] to fall prone. If you use this ability when targeted by a damage dealing effect which allows a Reflex save for halved damage, you gain a +4 bonus to the save. As an Immediate Action, you may spend 2 [[game_systems:tactic_pool|TP]] to fall prone. If you use this ability when targeted by a damage dealing effect which allows a Reflex save for halved damage, you gain a +4 bonus to the save.
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   * **Requirements:** Hair Trigger, [[chargen:common_terms#core_stats|CST]] 9, [[priority:skills:acrobatics|Acrobatics]] 10, 15 EXP   * **Requirements:** Hair Trigger, [[chargen:common_terms#core_stats|CST]] 9, [[priority:skills:acrobatics|Acrobatics]] 10, 15 EXP
  
-When wielding at least one handed firearm or crossbow, you may spend a Swift action in order to treat your one handed firearms or crossbows' as having Reach for the purposes of attacks of opportunity until the start of your next turn. You may spend 4 TP to activate this as an immediate action.+When wielding at least one handed firearm or crossbow, you may spend a Swift action in order to treat your one handed firearms or crossbows' as having Reach for the purposes of attacks of opportunity until the start of your next turn. You may spend 4 TP to activate this as an immediate action.
  
 </WRAP> </WRAP>