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paths:powdermonkey_path [2026/05/06 15:41] – [Devil’s Playground] vondorpaths:powdermonkey_path [2026/05/15 17:34] (current) – hyperlinking BR elfinlocks
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 ==== Never Run Dry ==== ==== Never Run Dry ====
 <WRAP round box> <WRAP round box>
-  * **Requirements:** [[chargen:common_terms#core_stats|CST]] 10, [[priority:skills:craft|Craft]] (Alchemy or Mundane) 10, 15 EXP+  * **Requirements:** [[chargen:common_terms#core_stats|CST]] 20, [[priority:skills:craft|Craft]] (Alchemy or Mundane) 10, 15 EXP
  
 When using Devil's Playground, you may Create up to twice your Skill in ammo TU. When using Devil's Playground, you may Create up to twice your Skill in ammo TU.
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 **Requirements:** [[chargen:common_terms#core_stats|CST]] 8, 10 EXP **Requirements:** [[chargen:common_terms#core_stats|CST]] 8, 10 EXP
  
-When making an attack with a Firearm or Crossbow as part of a you take a -2 penalty on your Attack Roll and 1 [[priority:prowess#tactics_points_tp|TP]]. You gain +6 enhancement bonus on one-handed firearm damage rolls and to +9 for Two-Handed Firearms. +When making an attack with a Firearm or Crossbowyou may take a -2 penalty on your Attack Roll and spend 1 [[priority:prowess#tactics_points_tp|TP]]. You gain +6 enhancement bonus on damage rolls for one-handed firearms, and +9 for Two-Handed Firearms. 
  
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-**Damage:** Increasing Damage increases the weapon's damage dice. For example, a pistol increases from 2d6 to 2d8. If taken as a drawback, this stat reduces the damage dice. For example, A Light Crossbow would decrease from 1d8 to 1d6.+**Damage:** Increasing Damage increases the weapon's damage dice. For example, a pistol increases from 2d6 to 2d8. If taken as a drawback, this stat reduces the damage dice. For example, A Light Crossbow would decrease from 1d8 to 1d6. When done to a Modern Weapon this increases the caliber by a step for ammo cost reasons.
  
 **Range:** Increasing Range adds 50% to the weapons base range, and taking a drawback reduces the range by 50%. **Range:** Increasing Range adds 50% to the weapons base range, and taking a drawback reduces the range by 50%.
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 **Weight/Size:** This stat can only be taken as a Drawback, and only on Two-Handed firearms and crossbows. Each time this stat is selected, the weapons weight is doubled, and it increases in size. If a weapon is one size too large to use, it can be fired while prone or if braced on another object. If the weapon is two sizes larger, it follows the same restrictions, but must ALWAYS be reloaded using a Full Action. If a weapon is three sizes larger, then the weapon must be mounted, and firing it ALWAYS requires a Full Action and ALWAYS requires two Full Actions to reload. Mounting a weapon requires a fixed position (any solid surface) and two Full Actions to attach it. If a weapon of increased size is fired without meeting the requirements listed, the attacker is knocked prone and the attack is treated as a natural 1 on the dice (albeit with no misfire chance). **Weight/Size:** This stat can only be taken as a Drawback, and only on Two-Handed firearms and crossbows. Each time this stat is selected, the weapons weight is doubled, and it increases in size. If a weapon is one size too large to use, it can be fired while prone or if braced on another object. If the weapon is two sizes larger, it follows the same restrictions, but must ALWAYS be reloaded using a Full Action. If a weapon is three sizes larger, then the weapon must be mounted, and firing it ALWAYS requires a Full Action and ALWAYS requires two Full Actions to reload. Mounting a weapon requires a fixed position (any solid surface) and two Full Actions to attach it. If a weapon of increased size is fired without meeting the requirements listed, the attacker is knocked prone and the attack is treated as a natural 1 on the dice (albeit with no misfire chance).
  
-**Capacity:** Each increase in this stat allows the weapon to hold an additional shot before needing reloading. This stat cannot be taken as a Drawback with most weapons, as their capacity is already 1.+**Capacity:** Each increase in this stat allows the weapon to hold an additional shot before needing reloading. This stat cannot be taken as a Drawback with most weapons, as their capacity is already 1. If taken on modern weapons this increases the Ammo Capacity by 50% or reduces it by 50%.
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 <WRAP center round info 80%> <WRAP center round info 80%>
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   * **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   * **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 increases the [[equipment:modernweapons:modernweaponammo|Ballistic Rating]] of the Weapon by 6. 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. 
  
 If desired, the shot may be crafted by expending 1TU of material, negating the need to reserve TP. If desired, the shot may be crafted by expending 1TU of material, negating the need to reserve TP.
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   * **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   * **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 choose from the following elements - the shot gains the effect of that element, and modifies its [[game_systems:combat:damage|damage]] accordingly.
  
   * Incendiary Blend: The ammo now inflicts [[game_systems:combat:energy_damage#fire|Fire]] damage   * Incendiary Blend: The ammo now inflicts [[game_systems:combat:energy_damage#fire|Fire]] damage
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   * **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   * **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 [[equipment:modernweapons:modernweaponammo|Ballistic Rating]] bonus. They no longer gain any bonuses from conventional ammo if used (Standard, Hollow, Hardened)
  
-  * **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]]). +  * **Sandbag Round:** The ammo gains Savage equal to its [[equipment:modernweapons:modernweaponammo|Ballistic Rating]], its damage type becomes Bludgeoning and gains ([[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 gains Savage and Felling equal  to its [[equipment:modernweapons:modernweaponammo|Ballistic Rating]] 
-  * **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). The ammo loses its [[equipment:modernweapons:modernweaponammo|Ballistic Rating]]  
-  * **Shrapnel Shot:** Your attack is now a 5ft burst within your weapon's range (Reflex half; DC equal to your attack roll). This effect costs 4 TP, or 2 TU.+  * **Shrapnel Shot:** Your attack is now a 5ft burst within your weapon's range (Reflex half; DC equal to your attack roll). The Ammo loses it's [[equipment:modernweapons:modernweaponammo|Ballistic Rating]]
   * **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>
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   * **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   * **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 increases the [[equipment:modernweapons:modernweaponammo|Ballistic Rating]] of the Weapon by 12. 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 points 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. If desired, the shot may be crafted by expending 2TU of material, negating the need to reserve TP.
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   * **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   * **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 increases the [[equipment:modernweapons:modernweaponammo|Ballistic Rating]] of the Weapon by 18. 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. If desired, the shot may be crafted by expending 3TU of material, negating the need to reserve TP.
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 You may select two specific One-Handed Firearms or Crossbows which you are proficient with. When wielding these specific weapons in combat, you may add your Secondary Ability Modifier to the damage roll(s). You may select a maximum number of weapons equal to your Secondary Ability Modifier, and you may only designate weapons in this manner once every 24 hours. You may select two specific One-Handed Firearms or Crossbows which you are proficient with. When wielding these specific weapons in combat, you may add your Secondary Ability Modifier to the damage roll(s). You may select a maximum number of weapons equal to your Secondary Ability Modifier, and you may only designate weapons in this manner once every 24 hours.
 +</WRAP>
 +
 +==== In the Fray ====
 +<WRAP round box>
 +  * **Requirements:** Meet the Twins, [[chargen:common_terms#core_stats|CST]] 4, [[priority:skills:acrobatics|Acrobatics]] 3, 5 EXP
 +
 +When wielding your pistols you no longer take penalty for shooting into Melee.
 +
 </WRAP> </WRAP>
  
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 ==== Gunslinger's Double Tap ==== ==== Gunslinger's Double Tap ====
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-  * **Requirements:** Both Barrels, [[chargen:common_terms#core_stats|CST]] 9, [[priority:skills:acrobatics|Acrobatics]] 10, 20 EXP +  * **Requirements:** Both Barrels, [[chargen:common_terms#core_stats|CST]] 9, [[priority:skills:acrobatics|Acrobatics]] 10, 15 EXP 
  
-When using [[paths:powdermonkey_path#both_barrels|Both Barrels]], if both attacks hit the target, then you may spend 2 [[game_systems:tactic_pool|TP]] to inflict the base damage of one of your weapons second time, adding it to the total damage inflicted from your attacks.+When using [[paths:powdermonkey_path#both_barrels|Both Barrels]], if both attacks hit the target, then you may spend 2 [[game_systems:tactic_pool|TP]] to roll damage as if you had hit third time, applying any resistances as necessary.
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