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| paths:powdermonkey_path [2026/05/06 15:48] – [The Modifier™] vondor | paths: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 |
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| 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. |
| **Requirements:** [[chargen:common_terms#core_stats|CST]] 8, 10 EXP | **Requirements:** [[chargen:common_terms#core_stats|CST]] 8, 10 EXP |
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| 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 Crossbow, you 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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| </WRAP> | </WRAP> |
| * **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 |
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| 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. |
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| 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. |
| * **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 |
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| 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. |
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| * 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 |
| * **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 |
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| 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). |
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| * **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> |
| * **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 |
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| 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. |
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| 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. |
| * **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 |
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| 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. |
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| 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> |
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| | ==== In the Fray ==== |
| | <WRAP round box> |
| | * **Requirements:** Meet the Twins, [[chargen:common_terms#core_stats|CST]] 4, [[priority:skills:acrobatics|Acrobatics]] 3, 5 EXP |
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| | When wielding your pistols you no longer take penalty for shooting into Melee. |
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| </WRAP> | </WRAP> |
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| ==== Gunslinger's Double Tap ==== | ==== Gunslinger's Double Tap ==== |
| <WRAP round box> | <WRAP round box> |
| * **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 |
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| 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 a 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 a third time, applying any resistances as necessary. |
| </WRAP> | </WRAP> |
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