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arsenal [2020/05/19 18:26]
kyle
arsenal [2020/11/19 10:26] (current)
kyle
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 //It's admirable to focus on mastering only one weapon, give it a name and all that. It's also okay to just show up with a pillowcase full of guns.// //It's admirable to focus on mastering only one weapon, give it a name and all that. It's also okay to just show up with a pillowcase full of guns.//
  
-.+The Arsenal archetype allows its users to easily adapt to many different combat situations by allowing them to temporarily access whatever weapon type they feel would be best for the job at hand. This has the unfortunate side-effect of requiring the player to have passing familiarity with many different weapon types to get the most use out of this archetype, so it won't necessarily appeal to everyone.
  
 ^[[#Arsenal]] ^^So many weapons. | ^[[#Arsenal]] ^^So many weapons. |
 +|{{fa>caret-right?24}} |[[#Expertise]] |Get advanced abilities. |
 |{{fa>caret-right?24}} |[[#Fully Loaded]] |Freebie ammunition. | |{{fa>caret-right?24}} |[[#Fully Loaded]] |Freebie ammunition. |
 |{{fa>caret-right?24}} |[[#Protean]] |Change how weapons hit. | |{{fa>caret-right?24}} |[[#Protean]] |Change how weapons hit. |
 |{{fa>caret-right?24}} |[[#Scavenger]] |Take weapons from the fallen. | |{{fa>caret-right?24}} |[[#Scavenger]] |Take weapons from the fallen. |
 |{{fa>caret-right?24}} |[[#Total Combat]] |Mismatch double-attacks freely. | |{{fa>caret-right?24}} |[[#Total Combat]] |Mismatch double-attacks freely. |
-^[[#Enterprises]] ||Captor School |+^^^
  
 ====== Arsenal ====== ====== Arsenal ======
  
 ^ ^^^ ^ ^^^
-^{{ra>fireball-sword?48|Offense}} ||{{fa>plus-circle?24&align=left}}**Pain Comes in Many Flavors:** As an action, you can pull out any weapon you want from the many, many choices you always have on your person. This allows you to temporarily equip any weapon-using class in the game until the end of the current exploration turn. \\ \\ {{fa>minus-circle?24&align=left}}**Limits:** You may only use Arsenal to temporarily learn/equip weapon-using classes that have been unlocked for general use in your campaign world. You may only equip a class's root ability, not any of its advanced abilities. \\ \\ {{fa>minus-circle?24&align=left}}**Supplies:** Roll a trigger die when pulling out a new temporary weapon. If the result is 1-6, then doing so costs 1 Supplies. You cannot do this if you have no Supplies remaining. |+^{{ra>fireball-sword?48|Offense}} ||{{fa>plus-circle?24&align=left}}**Pain Comes in Many Flavors:** As an action, you can pull out any weapon you want from the many, many choices you always have on your person. This allows you to temporarily equip any weapon-using archetype in the game until the end of the current exploration turn. \\ \\ {{fa>minus-circle?24&align=left}}**Limits:** You may only use Arsenal to temporarily learn/equip weapon-using archetypes that have been unlocked for general use in your campaign world. You may only equip basic archetypes, not any of their advanced abilities. \\ \\ {{fa>minus-circle?24&align=left}}**Supplies:** Roll a trigger die when pulling out a new temporary weapon. If the result is 1-6, then doing so costs 1 Supplies. You cannot do this if you have no Supplies remaining. | 
 +^ ^^^ 
 + 
 +====== Expertise ====== 
 + 
 +^ ^^^ 
 +^{{ra>fireball-sword?48|Offense}} ||{{fa>plus-circle?24&align=left}}**I Know Kung Fu:** You can use Arsenal to temporarily grant yourself advanced abilities from any weapon-using archetype, not just the basic archetype itself. \\ \\ {{fa>minus-circle?24&align=left}}**Obvious Limitations:** You must already have the root ability (either from knowing it naturally or by having already granted it to yourself via Arsenal) in order to gain an advanced ability from any archetype as usual. Granting yourself advanced abilities has the same chance to consume Supplies as granting yourself the basic archetype. |
 ^ ^^^ ^ ^^^
  
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 ^ ^^^ ^ ^^^
-^{{ra>fireball-sword?48|Offense}} ||{{fa>plus-circle?24&align=left}}**Opening Freebie:** The first time each exploration turn that you would have to spend Supplies as a result of any weapon attack, you ignore the cost and pay nothing instead. This allows you to use Supplies-dependent attacks even if you have no Supplies remaining so long as you haven't exhausted this benefit yet. \\ \\ {{fa>plus-circle?24&align=left}}**Different Magazines:** The benefits of Ammo Bag are applied separately to each different weapon type you use. For example, if you use a Shotgunner attack that would have cost 1 Supplies, you ignore that cost but any further Shotgunner attacks would consume Supplies as normal. If you then switch to Fleshgrinder attacks instead, the first time the Fleshgrinder would consume Supplies you ignore that cost and so on. |+^{{ra>fireball-sword?48|Offense}} ||{{fa>plus-circle?24&align=left}}**Opening Freebie:** The first time each exploration turn that you would have to spend Supplies as a result of any weapon attack, you ignore the cost and pay nothing instead. This allows you to use Supplies-dependent attacks even if you have no Supplies remaining so long as you haven't exhausted this benefit yet. \\ \\ {{fa>plus-circle?24&align=left}}**Different Magazines:** The benefits of this ability are applied separately to each different weapon type you use. For example, if you use a Shotgunner attack that would have cost 1 Supplies, you ignore that cost but any further Shotgunner attacks would consume Supplies as normal. If you then switch to Fleshripper attacks instead, the first time the Fleshripper would consume Supplies you ignore that cost and so on. |
 ^ ^^^ ^ ^^^
  
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 ^ ^^^ ^ ^^^
-^{{ra>fireball-sword?48|Offense}} ||{{fa>plus-circle?24&align=left}}**Bizarre Technique:** Weapons come in many types, but to you they're all basically the same. When you make any weapon attack, you can treat its type (Melee, Remote, or Whelm) as any other type of your choice for purposes of having its damage modified by combat ratings (both yours and your targets'). Turn a punch into a Whelm strike or have a bullet hit like it's Melee. \\ \\ {{fa>plus-circle?24&align=left}}**Tiring:** Every time you change a weapon's type for an attack, you lose 1 Energy (or Flesh if you have no Energy remaining). |+^{{ra>fireball-sword?48|Offense}} ||{{fa>plus-circle?24&align=left}}**Bizarre Technique:** Weapons come in many types, but to your widely-trained sensibilities they're all basically the same. When you make any weapon attack, you can treat its type (Melee, Remote, or Whelm) as any other type of your choice for purposes of having its damage modified by combat ratings (both yours and your targets'). Turn a punch into a Whelm strike or have a bullet hit like it's Melee, whatever. \\ \\ {{fa>minus-circle?24&align=left}}**Tiring:** Every time you change a weapon's type for an attack, you lose 1 Energy (or Flesh if you have no Energy remaining). |
 ^ ^^^ ^ ^^^
  
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 ^ ^^^ ^ ^^^
-^{{ra>gear-hammer?48|Utility}} ||{{fa>plus-circle?24&align=left}}**Arms of the Dead:** They don't need it anymore, right? Any time you loot a dead creature, you can choose to automatically receive a keystone corresponding to one of their weapon-using classes in addition to whatever other loot you'd get naturally. \\ \\ {{fa>minus-circle?24&align=left}}**Supplies:** Automatically looting a weapon keystone costs 1 point of Supplies. |+^{{ra>gear-hammer?48|Utility}} ||{{fa>plus-circle?24&align=left}}**Arms of the Dead:** They don't need it anymore, right? Any time you loot a dead creature, you can choose to automatically receive a keystone corresponding to one of their weapon-using archetypes in addition to whatever other loot you'd get naturally. If whoever you're looting had levels in multiple different weapon-using archetypes, you can choose which you obtain a keystone for. \\ \\ {{fa>minus-circle?24&align=left}}**Supplies:** Automatically looting a weapon keystone costs 1 point of Supplies. |
 ^ ^^^ ^ ^^^
  
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 ^{{ra>gear-hammer?48|Utility}} ||{{fa>plus-circle?24&align=left}}**The Highwayman:** You are an expert in dual-wielding mismatched weaponry. When you double attack during a round, you can ignore the normal Energy cost of doing so if your second attack was of a different type (Melee, Remote, Whelm) than your first. | ^{{ra>gear-hammer?48|Utility}} ||{{fa>plus-circle?24&align=left}}**The Highwayman:** You are an expert in dual-wielding mismatched weaponry. When you double attack during a round, you can ignore the normal Energy cost of doing so if your second attack was of a different type (Melee, Remote, Whelm) than your first. |
 ^ ^^^ ^ ^^^
- 
-====== Enterprises ====== 
- 
-^Arsenal School |The settlement hosts an institution that teaches the secrets of this class for a small fee. Keystones of this class can be purchased here for 1 Dosh each. | 
  
arsenal.1589934368.txt.gz · Last modified: 2020/05/19 18:26 by kyle