|
Post by Divergent Reality on Jun 26, 2023 9:04:51 GMT -6
Variable Power Setting When firing this weapon the user may select a power setting to affect it's damage output and ammunition consumption. The user may fire normally, exchange +1k0 damage by expending two rounds per shot or +1k1 damage for four rounds per shot but must spend the next round recharging it's energy capacitors. If your weapon's Clip lacks the shots to use the additional fire mode or if the weapon has no Clip value the attack automatically fails.
An update to VPS to clarify what happens if you run out of ammunition.
|
|
|
Post by Lestat on Oct 31, 2023 12:48:15 GMT -6
Embedding (+1) On a hit with an Embedding weapon, subsequent attacks against that target with the same weapon may re-use the initial attack roll, and hit location. Embedding breaks off if the target is missed or gets out of range.
|
|
|
Post by ScrapyardDragon on Jan 23, 2024 17:21:38 GMT -6
Markerlight - A target hit with a markerlight weapon gives a +1k1 bonus to all attack rolls against them until the end of your next turn.
|
|
|
Post by Amalvi on Mar 19, 2024 8:22:29 GMT -6
Acid (+2)A target struck by this weapon makes a TN 15 Dexterity test or have the armor worn on the location struck have its AP reduced by 1 plus an additional 1 for every 2 Raises above the target Static Defense until repaired with a Crafts test (TN15). If it reaches the minimun of 0 the armor breaks. If acid struck natural armor the AP of the natural armor is recovered after recovering the lost hits points from the attack (if it dealt no damage, the AP reduction only lasts a single round) In case of argument, when several sources of AP are on the same location (worn armor, bionics, natural armor, etc), the one with the biggest AP value is reduced first
|
|
|
Post by Traskus on Mar 21, 2024 19:41:52 GMT -6
Versatile (melee, +2) You may spend a ready action to grant or retract the two hands mod on this weapon.
Dnd strikes again.
|
|
|
Post by ScrapyardDragon on Mar 22, 2024 15:54:11 GMT -6
this is silly; the two hands property doesn't actually do anything besides restrict your offhand. 2-handers doing more damage is because the weapons the property gets assigned to just have a higher damage by default.
|
|
|
Post by Traskus on Mar 22, 2024 17:00:41 GMT -6
Wording issue.
|
|
|
Post by Amalvi on Mar 23, 2024 14:36:50 GMT -6
Stubborn (+2) (melee only) This weapon may not be dodged.
A weapon may not have this mod alongside Flexible
|
|
|
Post by ScrapyardDragon on Apr 29, 2024 22:04:32 GMT -6
Hacking(+X)If the target of this attack is a machine, the target must pass a Tech-Use + Willpower test with a TN equal to 5*X or be stunned and unable to make saving throws for one round. OK so, This property is incredibly bad, because Hacking (1)'s tn is FIVE, and getting the tn to an even remotely reasonable amount would make it be far too expensive. Even just getting the TN to 15, the baseline for most properties that force a test would make it a +3 mod, and since this is a skill test even that is easy for plenty of things to pass. I propose changing the text to be something like this. Hacking (+1)If the target of this attack is a machine, then on a successful hit the target must pass a Tech-Use + Willpower Test with a TN equal to the attack roll or be stunned and take a check to resist enemy effects for one round.
|
|
|
Post by Amalvi on May 4, 2024 11:18:04 GMT -6
Extra damage III (+2) (melee only) This weapon deals +0k1 damage
Disguised (1) The weapon passes as different item or its usage as a different skill or action. Someone paying attention may realize the ruse with a perception test against a disguise test of the user.
Puppet (1) Similar to Spinner, after this weapon is Thrown, the projectile remains standing or floating one meter above the ground on the battlefield for up to (Composure) rounds and at the end of your turn you may move it up to your Intelligence*2 meters in any direction as a free action.
On your turn, you may do Melee Attack actions from a distance using the puppet against a creature that's within 1 meter of the weapon, using your Weaponry or Brawl. The puppet may be stopped early by doing a Disarm test against it.
When deployed and active, the puppet is considered an ordinary melee weapon for aplying bonuses (e.g: material properties, feats, sword schools, etc)
Difficult grip (-1) Readying the weapon takes a full action instead of a half action. If you have the Quick Draw feat then readying it takes a reaction or half action
|
|
|
Post by Traskus on Jun 15, 2024 20:24:28 GMT -6
Bumbershoot(+2)This weapon has the balanced property. You may change this to the defensive property or vice versa as a half action or a reaction. Rework:
Bumbershoot (+1): This weapon has the balanced property. You may change this to the defensive property or vice versa as a ready action.
|
|
|
Post by Amalvi on Aug 25, 2024 8:16:41 GMT -6
Composite (+2)You add half your Strength (rounded up) as rolled dice to the damage of this ranged weapon. Rework: Composite (+1)You add half your Strength (rounded up) as rolled dice to the damage of this ranged weapon. Complex (+2) You add your Strength as rolled dice to the damage of this ranged weapon. This modification can only be applied to non-thrown primitive weapons
|
|