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outfitter [2019/04/28 20:26]
kyle [Illuminator]
outfitter [2020/11/19 13:49] (current)
kyle
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 ^[[#Outfitter]] ^^Pack lots of gear. | ^[[#Outfitter]] ^^Pack lots of gear. |
 |{{fa>caret-right?24}} |[[#Cabler]] |You have the best ropes. | |{{fa>caret-right?24}} |[[#Cabler]] |You have the best ropes. |
-|{{fa>caret-right?24}} |[[#Componenteer]] |Free component refills. |+|{{fa>caret-right?24}} |[[#Componenteer]] |Supplies freebies. |
 |{{fa>caret-right?24}} |[[#Illuminator]] |You have the best lights. | |{{fa>caret-right?24}} |[[#Illuminator]] |You have the best lights. |
 |{{fa>caret-right?24}} |[[#Packrat]] |Pull out all sorts of things. | |{{fa>caret-right?24}} |[[#Packrat]] |Pull out all sorts of things. |
 |{{fa>caret-right?24}} |[[#Tight Packer]] |Pack more stuff. | |{{fa>caret-right?24}} |[[#Tight Packer]] |Pack more stuff. |
-^[[#Enterprises]] ||Outfitter School |+^^^
  
 ====== Outfitter ====== ====== Outfitter ======
  
 ^ ^^^ ^ ^^^
-^{{ra>gear-hammer?48|Utility}} ||{{fa>plus-circle?24&align=left}}**I Got One Of Those:** As an action, you can produce any item categorized as adventuring gear (such as lights, ropes or survival gear). You don't need to be in a town or other civilized area to do this; it is assumed retroactively that you had the item in question all along.  \\ \\ {{fa>minus-circle?24&align=left}}**Supply-Driven:** Pulling out an item on demand costs 1 Supply or one use of a Component Pack item. |+^{{ra>gear-hammer?48|Utility}} ||{{fa>plus-circle?24&align=left}}**I Got One Of Those:** As an action, you can produce any item categorized as adventuring gear (such as lights, ropes or survival gear). You don't need to be in a town or other civilized area to do this; it is assumed retroactively that you had the item in question all along. \\ \\ {{fa>minus-circle?24&align=left}}**Supplies:** Pulling out an item on demand costs 1 Supplies. |
 ^ ^^^ ^ ^^^
  
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 ^ ^^^ ^ ^^^
-^{{ra>gear-hammer?48|Utility}} ||{{fa>plus-circle?24&align=left}}**Junk Sack:** Any Component Pack items in your inventory are automatically refilled at the beginning of each session at no cost to you, even when you're not in a civilized area+^{{ra>gear-hammer?48|Utility}} ||{{fa>plus-circle?24&align=left}}**Endless Junk:** You have a seemingly endless amount of suppliesAny time you use a point of Supplies for any reason, roll a trigger die immediately afterward. If the result is 9+, then you did not actually consume any Supplies at all. |
-^ ^^^ +
-^{{ra>gear-hammer?48|Utility}} ||{{fa>plus-circle?24&align=left}}**Bottomless Parts:** When you would mark off the last use in Component Pack, roll a trigger die. If the result is a 7+, you don't mark off the use after all. There is no limit to how often you can take advantage of this ability except your luck. |+
 ^ ^^^ ^ ^^^
  
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 ^ ^^^ ^ ^^^
-^{{ra>gear-hammer?48|Utility}} ||{{fa>plus-circle?24&align=left}}**Advanced Light:** Any Light items that you create or carry are significantly higher-quality and more advanced than normal lights, becoming Illuminator lights instead. You can freely share Illuminator lights with allies if you want, but they revert back to ordinary lights after a day if you're not around to perform all the necessary maintenance. \\ \\ {{fa>plus-circle?24&align=left}}**Button-Operated:** Illuminator lights can be turned on or off again as an action. \\ \\ {{fa>plus-circle?24&align=left}}**Waterproof:** Illuminator lights are not snuffed in an airless environment and can be used freely underwater or in a vacuum. \\ \\ {{fa>plus-circle?24&align=left}}**Efficient:** Illuminator lights only go out and require fuel to be re-lit when the dungeon exploration check is instead of on 7-8. | +^{{ra>gear-hammer?48|Utility}} ||{{fa>plus-circle?24&align=left}}**Advanced Light:** Any Light items that you create or carry are significantly higher-quality and more advanced than normal lights, becoming Illuminator lights instead. You can freely share Illuminator lights with allies if you want, but they revert back to ordinary lights after a day if you're not around to perform all the necessary maintenance. \\ \\ {{fa>plus-circle?24&align=left}}**Button-Operated:** Illuminator lights can be turned on or off again as an action. \\ \\ {{fa>plus-circle?24&align=left}}**Waterproof:** Illuminator lights are not snuffed in an airless environment and can be used freely underwater or in a vacuum. \\ \\ {{fa>plus-circle?24&align=left}}**Efficient:** Illuminator lights only go out and require fuel to be re-lit when the dungeon exploration check is instead of on 5-6. | 
-|{{fa>caret-right?24}} ^{{fa>star?24|Alternative}} |{{fa>plus-circle?24&align=left}}**Fogbuster:** You can choose to make an Illuminator Light much brighter than normal if desired. This additional brightness lasts until the end of the current exploration turn. \\ \\ {{fa>plus-circle?24&align=left}}**Glorious:** Every space within 10 meters of a Fogbuster light becomes well-lit, and every space out to 20 meters has its light level increased by 1 step (darkness becomes dim light, dim light becomes well-lit). All concealment within 5 meters not based on darkness (such as mist, smoke, foliage etc) has its concealment level decreased by 1 step (total concealment becomes partial, partial becomes clear). \\ \\ {{fa>minus-circle?24&align=left}}**Roy Batty:** After the current exploration turn ends, the light automatically burns out. It can be re-lit as normal (spend 1 Supply/Fuel Can use). |+|{{fa>caret-right?24}} ^{{fa>star?24|Alternative}} |{{fa>plus-circle?24&align=left}}**Fogbuster:** You can choose to make an Illuminator Light much brighter than normal if desired. This additional brightness lasts until the end of the current exploration turn. \\ \\ {{fa>plus-circle?24&align=left}}**Glorious:** Every space within 10 meters of a Fogbuster light becomes well-lit, and every space out to 20 meters has its light level increased by 1 step (darkness becomes dim light, dim light becomes well-lit). All concealment within 5 meters not based on darkness (such as mist, smoke, foliage etc) has its concealment level decreased by 1 step (total concealment becomes partial, partial becomes clear). \\ \\ {{fa>minus-circle?24&align=left}}**Roy Batty:** After the current exploration turn ends, the light automatically burns out. It can be re-lit as normal (spend 1 Supplies). |
 ^ ^^^ ^ ^^^
  
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 ^ ^^^ ^ ^^^
-^{{ra>gear-hammer?48|Utility}} ||{{fa>plus-circle?24&align=left}}**Where'd You Even Get That:** You are constantly picking up random crap of potential but often dubious usefulness. As an action, you can pull out a random item from the list below. If you choose to bring whatever you produced with you so you can use it again later, it occupies an inventory slot just like any other item does. \\ \\ {{fa>minus-circle?24&align=left}}**Low Cost, But Some Cost:** When you pull out a random item using the Packrat ability, roll a trigger die. If the result is 1-3, then doing so costs 1 Supply/Component Pack use. | +^{{ra>gear-hammer?48|Utility}} ||{{fa>plus-circle?24&align=left}}**Where'd You Even Get That:** You are constantly picking up random crap of potential but often dubious usefulness. As an action, you can pull out a random item from the list below. If you choose to bring whatever you produced with you so you can use it again later, it occupies an inventory slot just like any other item does. \\ \\ {{fa>minus-circle?24&align=left}}**Low Cost, But Some Cost:** When you pull out a random item using the Packrat ability, roll a trigger die. If the result is 1-3, then doing so costs 1 Supplies. | 
-|{{fa>caret-right?24}} ^{{fa>star?24|Alternative}} |{{fa>plus-circle?24&align=left}}**Just The Thing:** You can pull out your choice of anything from the random list (or a similar object not on the list) instead of pulling out something purely random. \\ \\ {{fa>plus-circle?24&align=left}}**No, Not That:** Pulling out something of your choice also automatically pulls out a second, random object for a total of two objects as a single action. \\ \\ {{fa>minus-circle?24&align=left}}**Less Believable:** When pulling out an object of your choice, you must spend 1 Supply/Component Pack use. You no longer roll a trigger die; the cost is automatic. |+|{{fa>caret-right?24}} ^{{fa>star?24|Alternative}} |{{fa>plus-circle?24&align=left}}**Just The Thing:** You can pull out your choice of anything from the random list (or a similar object not on the list) instead of pulling out something purely random. \\ \\ {{fa>plus-circle?24&align=left}}**No, Not That:** Pulling out something of your choice also automatically pulls out a second, random object for a total of two objects as a single action. \\ \\ {{fa>minus-circle?24&align=left}}**Less Believable:** When pulling out an object of your choice, you must spend 1 Supplies. You no longer roll a trigger die; the cost is automatic. |
 ^ ^^^ ^ ^^^
  
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 ^ ^^^ ^ ^^^
-^{{ra>gear-hammer?48|Utility}} ||{{fa>plus-circle?24&align=left}}**Suitcase Tetris:** You can fit two pieces of adventuring gear and/or miscellaneous objects (such as those that can be created via the Packrat ability) into a single inventory slot. |+^{{ra>gear-hammer?48|Utility}} ||{{fa>plus-circle?24&align=left}}**Suitcase Tetris:** You can fit three pieces of adventuring gear (ropes, lights, etc) and/or miscellaneous objects (such as those that can be created via the Packrat ability) and/or artifacts (as from the [[Artificer]] archetype) into a single inventory slot. |
 ^ ^^^ ^ ^^^
- 
-====== Enterprises ====== 
- 
-^Outfitter 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: the first such keystone per session costs 1 Supply, the second 2, the third 3, and so on. | 
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outfitter.1556504781.txt.gz · Last modified: 2019/04/28 20:26 by kyle