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| paths:powdermonkey_path [2026/05/13 02:28] – [Deadly Aim] florxnog | paths:powdermonkey_path [2026/05/15 17:34] (current) – hyperlinking BR elfinlocks |
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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 |
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| You may spend 1 [[game_systems:tactic_pool|TP]] when crafting shot - this ammo increases the 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. | 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 crafting shot with Potent Blend, you may instead choose from the following effects instead of the normal Ballistic Rating bonus. They no longer gain any bonuses from conventional ammo if used (Standard, Hollow, Hardened). | 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 gains Savage equal to its Ballistic rating, its damage type becomes Bludgeoning and gains ([[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 gains Savage and Felling equal to its Ballistic Rating | * **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). The ammo loses its Ballistic Rating | * **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). The Ammo loses it's Ballistic Rating | * **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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| You may spend 2 [[game_systems:tactic_pool|TP]] when crafting shot - this ammo increases the 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. | 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 increases the 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. | 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. |