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paths:powdermonkey_path [2026/03/09 21:32] – Hyperlinking Craft entries elfinlockspaths:powdermonkey_path [2026/03/13 18:49] (current) – hyperlinking nonlethal entry elfinlocks
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 ==== The Modifier™  ==== ==== The Modifier™  ====
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-  * **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 ====
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-  * **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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 ==== Elemental Blend ==== ==== Elemental Blend ====
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-  * **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 ====
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-  * **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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 ==== Volatile Blend ==== ==== Volatile Blend ====
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-  * **Requirements:** Potent Blend ,[[chargen:common_terms#core_stats|CST]] 12, Craft (Alchemy) or Craft (Weapon and Armor) 12, 15 EXP+  * **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.  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. 
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 ==== Ruinous Blend ==== ==== Ruinous Blend ====
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-  * **Requirements:** Volatile Blend ,[[chargen:common_terms#core_stats|CST]] 18, Craft (Alchemy) or Craft (Weapon and Armor) 15, 25 EXP+  * **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.  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.