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raygunner [2019/10/04 12:39]
kyle
raygunner [2021/03/03 11:19] (current)
kyle [Raypainter]
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 //When you accelerate ordinary light beams to speeds of over 100 furlongs per jiffy, you get what we scientists call a "law-zor". I'll let you borrow the law-zor gun so long as you promise to stop asking me where I got it.// //When you accelerate ordinary light beams to speeds of over 100 furlongs per jiffy, you get what we scientists call a "law-zor". I'll let you borrow the law-zor gun so long as you promise to stop asking me where I got it.//
  
-Raygunners fire beams of energy instead of bullets or bolts, giving the class a distinctly science-fiction flavorIt has a lot of abilities that tend towards various forms of trickery instead of straight offensive upgrades, giving it a bit less raw power than more traditional firearm-wielding classes but also more potential for shenanigansIt is also an excellent weapon for use in outer space due to increased range while in a vacuum and no blowback effect.+^{{ra>key?48|Possible Keystones}} |1Exotic crystalline lens. \\ 2. Monocle containing internal flashlight. \\ 3. Cracked leyden jar. \\ 4. Alien machinery fragment. \\ 5. Pair of doll-sized church pews\\ 6. Retro-futuristic pulp magazine|
  
 This is a weapon and subject to [[UWR|universal weapon rules]]. This is a weapon and subject to [[UWR|universal weapon rules]].
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 |{{fa>caret-right?24}} |[[#Phased Array]] |Penetrate concealment. | |{{fa>caret-right?24}} |[[#Phased Array]] |Penetrate concealment. |
 |{{fa>caret-right?24}} |[[#Raypainter]] |Light them up. | |{{fa>caret-right?24}} |[[#Raypainter]] |Light them up. |
-|{{fa>caret-right?24}} |[[#Recharger]] |No ammo costs when fired sparingly. | +|{{fa>caret-right?24}} |[[#Recharger]] |Creates its own ammo. | 
-^[[#Enterprises]] ||Raygunner School \\ Shooting Range \\ Squad |+^^^
  
 ====== Raygunner ====== ====== Raygunner ======
  
 ^ ^^^ ^ ^^^
-^{{ra>fireball-sword?48|Offense}} ||{{fa>plus-circle?24&align=left}}**Attack:** As an action, you may make a Remote attack against any target within 50 meters. \\ \\ {{fa>plus-circle?24&align=left}}**Conditions:** When the trigger die is 10+, this weapon inflicts its wielder's choice of the Blind, Nauseous, or Numb conditions to its target. \\ \\ {{fa>plus-circle?24&align=left}}**Backstab:** If you attack a target that cannot see you, you deal +2 damage. \\ \\ {{fa>plus-circle?24&align=left}}**Vacuum Enhanced:** When firing this weapon in a vacuum or any other circumstances with no gaseous atmosphere to diffract and scatter the beam, range is 200 meters instead of 50. \\ \\ {{fa>plus-circle?24&align=left}}**Massless Effect:** Unlike most other attacks, using this weapon while in a zero-gravity environment does not propel you in the opposite direction and has no chance to cause you to spin out of control. \\ \\ {{fa>plus-circle?24&align=left}}**Light Behavior:** This weapon fires light and/or energy and thus its attacks pass freely through transparent objects such as glass. Highly reflective surfaces such as polished metal and mirrors bounce and redirect the effect- when the beam hits such a surface, you can choose a new direction for it to travel in. Maximum range is reduced by 5 meters per bounce. \\ \\ {{fa>minus-circle?24&align=left}}**Particulate Block:** Concealment that comes from any source other than darkness or distance (such as mist, smoke, foliage, etc) blocks beam weapons. Partial concealment can be penetrated, but every meter of partial concealment counts as five meters of normal space for purposes of range. Total concealment cannot be penetrated at all. Darkness and distance-based concealment do not block beam weapons and the weapon functions normally against targets with such concealment. \\ \\ {{fa>minus-circle?24&align=left}}**Water Failure:** Beam diffraction makes this weapon awkward underwater, but not impossibly so. Attacks made while submerged or against a submerged target have a failure chance of 6. \\ \\ {{fa>minus-circle?24&align=left}}**Ammunition:** When the trigger die rolled with the attack is 1-3, the attack uses point of Supply or one use of an Ammo Bag item. This weapon cannot be used if you have no Supply/Ammo Bag uses remaining. |+^{{ra>fireball-sword?48|Offense}} ||{{fa>plus-circle?24&align=left}}**Attack:** As an action, you may make a Remote attack against any target within 50 meters. \\ \\ {{fa>plus-circle?24&align=left}}**Conditions:** When the trigger die is 10+, this weapon inflicts its wielder's choice of the Bleary, Nauseous, or Numb conditions to its target. \\ \\ {{fa>plus-circle?24&align=left}}**Backstab:** If you attack a target that cannot see you, you deal +2 damage. \\ \\ {{fa>plus-circle?24&align=left}}**Vacuum Enhanced:** When firing this weapon in a vacuum or any other circumstances with no gaseous atmosphere to diffract and scatter the beam, range is 200 meters instead of 50. \\ \\ {{fa>plus-circle?24&align=left}}**Massless Effect:** Unlike most other attacks, using this weapon while in a zero-gravity environment does not propel you in the opposite direction and has no chance to cause you to spin out of control. \\ \\ {{fa>plus-circle?24&align=left}}**Light Behavior:** This weapon fires light and/or energy and thus its attacks pass freely through transparent objects such as glass. Highly reflective surfaces such as polished metal and mirrors bounce and redirect the effect- when the beam hits such a surface, you can choose a new direction for it to travel in. Maximum range is reduced by 5 meters per bounce. \\ \\ {{fa>minus-circle?24&align=left}}**Particulate Block:** Concealment that comes from any source other than darkness or distance (such as mist, smoke, foliage, etc) blocks beam weapons. Partial concealment can be penetrated, but every meter of partial concealment counts as five meters of normal space for purposes of range. Total concealment cannot be penetrated at all. Darkness and distance-based concealment do not block beam weapons and the weapon functions normally against targets with such concealment. \\ \\ {{fa>minus-circle?24&align=left}}**Water Failure:** Beam diffraction makes this weapon awkward underwater, but not impossibly so. Attacks made while submerged or against a submerged target have a failure chance of 6. \\ \\ {{fa>minus-circle?24&align=left}}**Ammunition:** When the trigger die rolled with the attack is 1-3, mark off Supplies. This weapon cannot be used if you have no Supplies remaining. |
 |{{fa>caret-right?24}} ^{{fa>star?24|Alternative}} |{{fa>plus-circle?24&align=left}}**Longer Range:** You can fire at subjects further away than 50 meters, up to a maximum of 500 meters. \\ \\ {{fa>minus-circle?24&align=left}}**Accuracy Drop:** Shooting at very distant targets carries a failure chance. Failure chance is 3 for targets within 51-100 meters (201-500 in vacuum), 6 for targets within 101-200 meters (501-1000 in vacuum), and 9 for targets within 201-500 meters (1001-2000 in vacuum). | |{{fa>caret-right?24}} ^{{fa>star?24|Alternative}} |{{fa>plus-circle?24&align=left}}**Longer Range:** You can fire at subjects further away than 50 meters, up to a maximum of 500 meters. \\ \\ {{fa>minus-circle?24&align=left}}**Accuracy Drop:** Shooting at very distant targets carries a failure chance. Failure chance is 3 for targets within 51-100 meters (201-500 in vacuum), 6 for targets within 101-200 meters (501-1000 in vacuum), and 9 for targets within 201-500 meters (1001-2000 in vacuum). |
 ^ ^^^ ^ ^^^
  
-^Condition ^Explanation ^ +^Condition ^^Explanation ^ 
-^Blind |{{fa>minus-circle?18&align=left}} Treat all spaces as having total concealment. | +|{{ra>bleeding-eye?32&align=left}} ^Bleary |{{fa>minus-circle?18&align=left}} Treat all spaces as having partial concealment. Spaces that already have partial concealment are treated as having full concealment. | 
-^Nauseous |{{fa>minus-circle?18&align=left}} All weapon attacks cost 1 Endurance in addition to any normal costs they may have. \\ \\ {{fa>minus-circle?18&align=left}} Cannot double attack during a round. \\ \\ {{fa>plus-circle?18&align=left}} Weapon attacks made for free (without spending any actions) are unaffected. | +|{{ra>turd?32&align=left}} ^Nauseous |{{fa>minus-circle?18&align=left}} All weapon attacks cost 1 Energy in addition to any normal costs they may have. \\ \\ {{fa>minus-circle?18&align=left}} Cannot double attack during a round. \\ \\ {{fa>plus-circle?18&align=left}} Weapon attacks made for free (without spending any actions) are unaffected. | 
-^Numb |{{fa>minus-circle?18&align=left}} Treat Escalation as 1 for purposes of attack damage dealt regardless of its true level. |+|{{ra>aura?32&align=left}} ^Numb |{{fa>minus-circle?18&align=left}} Treat Escalation as 1 for purposes of attack damage dealt regardless of its true level. |
  
 ====== Beam Bouncer ====== ====== Beam Bouncer ======
  
 ^ ^^^ ^ ^^^
-^{{ra>gear-hammer?48|Utility}} ||{{fa>plus-circle?24&align=left}}**Bounce Off Anything:** The weapon's beam can be bounced/redirected off any relatively flat static surface, not just highly reflective ones. Maximum range is reduced by 5 meters per bounce as usual. \\ \\ {{fa>plus-circle?24&align=left}}**Mirror Efficiency:** When bouncing off reflective surfaces, maximum range is not reduced by redirecting the beam. +^{{ra>gear-hammer?48|Utility}} ||{{fa>plus-circle?24&align=left}}**Bounce Off Anything:** The weapon's beam can be bounced/redirected off any relatively flat static surface, not just highly reflective ones. Maximum range is reduced by 5 meters per bounce as usual. \\ \\ {{fa>plus-circle?24&align=left}}**Mirror Efficiency:** When bouncing off reflective surfaces, maximum range is not reduced by redirecting the beam. \\ \\ {{fa>plus-circle?24&align=left}}**Pocket Mirrors:** You can freely bounce your beam off any of your allies that are carrying a mirror or mirror-like object in their inventory. The ally in question does not need to be facing you and doing this does not harm them in any way. Maximum range is reduced by 5 meters per bounce when doing this. |
-^ ^^^ +
-^{{ra>gear-hammer?48|Utility}} ||{{fa>plus-circle?24&align=left}}**Pocket Mirrors:** You can freely bounce your beam off any of your allies that are carrying a mirror or mirror-like object in their inventory. The ally in question does not need to be facing you and doing this does not harm them in any way. |+
 ^ ^^^ ^ ^^^
  
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 ^ ^^^ ^ ^^^
-^{{ra>gear-hammer?48|Utility}} ||{{fa>plus-circle?24&align=left}}**Penetrator:** The weapon punches through all forms of concealment and atmospheric conditions, including those not caused by darkness or distance. \\ \\ {{fa>minus-circle?24&align=left}}**Weakness Overcome:** You still suffer the normal failure chance for attacking targets in concealment. All Phased Array does is allow you to fire at targets inside concealment that would normally totally protect them (such as smoke)+^{{ra>fireball-sword?48|Offense}} ||{{fa>plus-circle?24&align=left}}**Penetrator:** The weapon punches through all forms of concealment and atmospheric conditions, including those not caused by darkness or distance (such as mist, smoke, foliage, etc). \\ \\ {{fa>minus-circle?24&align=left}}**Weakness Overcome:** You still suffer the normal failure chance for attacking targets in concealment. All Phased Array does is allow you to fire at targets inside concealment that would normally totally protect them. \\ \\ {{fa>plus-circle?24&align=left}}**Sea Beams:** The weapon functions perfectly fine while in water or against targets that are in water. \\ \\ {{ra>doubled?24&align=left}}**Elemental Conduction:** If you have levels in one or more elemental-type archetypes, then attacks with this weapon inflict an elemental condition to their target on a trigger die result of 7+ rather than the normal 10+. |
-^ ^^^ +
-^{{ra>gear-hammer?48|Utility}} ||{{fa>plus-circle?24&align=left}}**Sea Beams:** The weapon functions perfectly fine while in water or against targets that are in water. |+
 ^ ^^^ ^ ^^^
  
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 ^ ^^^ ^ ^^^
-^{{ra>fireball-sword?48|Offense}} ||{{fa>plus-circle?24&align=left}}**Lingering Glow:** Successfully attacking a target with this weapon creates a glowing, easily visible patch on their surface. The target gains no benefit from darkness-based concealment until the end of the current exploration turn, including no more concealment failure chance on incoming attacks and an inability to hide in the dark. \\ \\ {{fa>minus-circle?24&align=left}}**Darkness Only:** Concealment from sources other than darkness (such as mist, foliage, or the smoke created by the Smoker class) are unaffected by Raypainter. |+^{{ra>fireball-sword?48|Offense}} ||{{fa>plus-circle?24&align=left}}**Lingering Glow:** Successfully attacking a target with this weapon creates a glowing, easily visible patch on their surface. The target gains no benefit from darkness-based concealment until the end of the current exploration turn, including no more concealment failure chance on incoming attacks and an inability to hide in the dark. \\ \\ {{fa>plus-circle?24&align=left}}**Ionized:** When you attack a target with this weapon whom you have previously successfully Raypainted during the current exploration turn, you deal +2 damage. \\ \\ {{fa>minus-circle?24&align=left}}**Darkness Only:** The glowing patch from Raypainter does not make a creature any more conspicuous than normal when in non-darkness-based concealment such as mist or smoke. |
 ^ ^^^ ^ ^^^
  
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 ^ ^^^ ^ ^^^
-^{{ra>gear-hammer?48|Utility}} ||{{fa>plus-circle?24&align=left}}**Energy Cell Rebreeder:** When you fire this weapon, it does not consume or require Supply/Ammo Bag uses so long as the last action you took was anything other than firing the weapon. Every time you fire your Raygunner weapon multiple times consecutively, it has a chance to consume Supply as normal. |+^{{ra>gear-hammer?48|Utility}} ||{{fa>plus-circle?24&align=left}}**Energy Cell Rebreeder:** When you fire this weapon, it does not consume or require Supplies so long as the last action you took was anything other than firing the weapon. Every time you fire your Raygunner weapon multiple times consecutively, it has a chance to consume Supplies as normal. |
 ^ ^^^ ^ ^^^
  
-====== Enterprises ====== 
- 
-^Raygunner 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 Supply each. | 
-^Shooting Range |Space has been set aside for target practice with Remote weapons. Adventurers can spend a training fee of 1 Supply in the establishment to temporarily increase their Remote combat skill by +1 until the end of the current session. A Shooting Range cannot be used more than once in a given session by any single adventurer. | 
-^Squad |The settlement is home to a squad of 10 soldiers focusing on this class's weapon type. A single settlement can have multiple versions of this enterprise. All 10 soldiers are level 5 and have the same abilities/statistics, determined by you. At least two of the soldier's five abilities need to be weapon abilities, and all of the soldier's abilities need to be ones personally known by the retiring adventurer who establishes the squad. Squads fight for the interests of their local settlement. If a squad is wiped out, it can be restored to fighting order by spending 5 Supply. | 
raygunner.1570214341.txt.gz · Last modified: 2019/10/04 12:39 by kyle