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sequencer [2019/08/15 14:19]
kyle
sequencer [2021/03/04 09:30] (current)
kyle [Multichain]
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 //If you've got a lot of things to do, tackle them one at a time! The same simple rule applies both in battle and in the bedroom.// //If you've got a lot of things to do, tackle them one at a time! The same simple rule applies both in battle and in the bedroom.//
  
-Sequencers know how to fire bolts of energy that strike a target, then seek out other secondary targets nearbyChain lightning guns are the most archetypal example (and can be conceptually reinforced by combining this class with one or more levels in the Tesla class), but the exact nature of a Sequencer's blasts can be whatever fits your campaign world +^{{ra>key?48|Possible Keystones}} |1. Organizational flowcharts. \\ 2. Vinyl record of pop single about bouncing\\ 3. High definition photograph of chain lightning. \\ 4. List of pathfinding algorithms. \\ 5. String of gleaming glass beads. \\ 6. Treatise on chaos theory
  
-^[[#Sequencer]] ^^Projectile Weapon. Arc energy between targets. |+This is a weapon and subject to [[UWR|universal weapon rules]]. 
 + 
 +^[[#Sequencer]] ^^Arc energy between targets. |
 |{{fa>caret-right?24}} |[[#Bolt Thrower]] |Increased range. | |{{fa>caret-right?24}} |[[#Bolt Thrower]] |Increased range. |
 |{{fa>caret-right?24}} |[[#Conductor]] |Choose where chains go. | |{{fa>caret-right?24}} |[[#Conductor]] |Choose where chains go. |
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 |{{fa>caret-right?24}} |[[#Multichain]] |Chain more. | |{{fa>caret-right?24}} |[[#Multichain]] |Chain more. |
 |{{fa>caret-right?24}} |[[#Rerouter]] |Leave allies unharmed. | |{{fa>caret-right?24}} |[[#Rerouter]] |Leave allies unharmed. |
-^[[#Enterprises]] ||Sequencer School \\ Sequencer Squad |+^^^
  
 ====== Sequencer ====== ====== Sequencer ======
  
 ^ ^^^ ^ ^^^
-^{{ra>fireball-sword?48|Offense}} ||{{fa>plus-circle?24&align=left}}**Attack:** As an action, you may make a projectile attack against any target within 10 meters. \\ \\ {{fa>plus-circle?24&align=left}}**Chain Strike:** When the trigger die is 7+, the attack chains off the primary target and also strikes a secondary target within 5 meters. The secondary target suffers the same effect as the primary target, including any effects from the trigger die. \\ \\ {{fa>plus-circle?24&align=left}}**Critical Hits:** The attack critically hits (doubling Escalation bonus to damage and inflicting the Bleeding condition) when its associated trigger die is a 12. \\ \\ {{fa>plus-circle?24&align=left}}**Backstab:** If you attack a target that cannot see you, you deal +2 damage. \\ \\ {{fa>minus-circle?24&align=left}}**Chain Limits:** The secondary target is always whichever creature is closest to the original target (this can be either friend or foe). If multiple targets are equidistant from the original target, determine which one is hit randomly. If there are no other creatures within 5 meters of the original target, the chaining effect does not occur. Chaining effects are blocked by total cover but not partial cover between the primary and secondary targets. \\ \\ {{fa>minus-circle?24&align=left}}**Size Failure:** Smaller creatures are harder to hit with your weapon, and larger ones are harder to meaningfully damage. For every size category different than your own your target is, your attacks have a failure chance of 3. \\ \\ {{fa>minus-circle?24&align=left}}**Concealment Failure:** If your target is in partial concealment (dim light, thin fog, etc) your attack has a failure chance of 3. If your target is in total concealment (total darkness, thick fog, etc) your attack has a failure chance of 6. \\ \\ {{fa>minus-circle?24&align=left}}**Cover Failure:** If there are creatures or solid objects partially obstructing your view of the target, your attack has a failure chance of 6. If creatures or solid objects are totally obstructing your view of the target, you cannot attack them at all. \\ \\ {{fa>minus-circle?24&align=left}}**Water Blocked:** This weapon cannot be used effectively at all while underwater or against targets that are underwater. \\ \\ {{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 10 meters. \\ \\ {{fa>plus-circle?24&align=left}}**Conditions:** When the trigger die is 10+, this weapon inflicts its wielder's choice of the Bleary, Dizzy, or Nauseous conditions to its target. \\ \\ {{fa>plus-circle?24&align=left}}**Chain Strike:** When the trigger die is 7+, the attack chains off the primary target and also strikes a secondary target within 5 meters. The secondary target suffers the same effect as the primary target, including any effects from the trigger die. \\ \\ {{fa>plus-circle?24&align=left}}**Backstab:** If you attack a target that cannot see you, you deal +2 damage. \\ \\ {{fa>minus-circle?24&align=left}}**Chain Limits:** The secondary target is always whichever creature is closest to the original target (this can be either friend or foe). If multiple targets are equidistant from the original target, determine which one is hit randomly. If there are no other creatures within 5 meters of the original target, the chaining effect does not occur. Chaining effects are blocked by total cover but not partial cover between the primary and secondary targets. \\ \\ {{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}}**Forge Chain:** You can choose for your Sequencer attack to chain to a secondary target even when the trigger die is not 7+. \\ \\ {{fa>minus-circle?24&align=left}}**Supply Cost:** Every time you chain an attack that wasn't normally going to be, you must spend 1 Supply/Ammo Bag use. |+|{{fa>caret-right?24}} ^{{fa>star?24|Alternative}} |{{fa>plus-circle?24&align=left}}**Forge Chain:** You can choose for your Sequencer attack to chain to a secondary target even when the trigger die is not 7+. \\ \\ {{fa>minus-circle?24&align=left}}**Supplies:** Every time you chain an attack that wasn't normally going to be, you must spend 1 Supplies. |
 |{{fa>caret-right?24}} ^{{fa>star?24|Alternative}} |{{fa>plus-circle?24&align=left}}**Longer Range:** You can fire at subjects further away than 10 meters, up to a maximum of 100 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 11-20 meters, 6 for targets within 21-50 meters, and 9 for targets within 51-100 meters. | |{{fa>caret-right?24}} ^{{fa>star?24|Alternative}} |{{fa>plus-circle?24&align=left}}**Longer Range:** You can fire at subjects further away than 10 meters, up to a maximum of 100 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 11-20 meters, 6 for targets within 21-50 meters, and 9 for targets within 51-100 meters. |
 ^ ^^^ ^ ^^^
  
-|{{ra>help?24|Help}} |**Bleeding** creatures are quickly losing their precious bodily fluids. | +^Condition ^^Explanation ^ 
-|::: |{{fa>minus-circle?18&align=left}} Lose Endurance at the end of each turn (unless recovery is successful). If no Endurance remains, lose Vitality instead. |+|{{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. | 
 +|{{ra>ringing-bell?32&align=left}} ^Dizzy |{{fa>minus-circle?18&align=left}} Every time a movement action is taken, lose Energy. \\ \\ {{fa>minus-circle?18&align=left}} Cannot dash (travel further in exchange for Energyduring a movement action\\ \\ {{fa>plus-circle?18&align=left}} Movement made for free (without spending any actions) is 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. |
  
 ====== Bolt Thrower ====== ====== Bolt Thrower ======
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 ^ ^^^ ^ ^^^
-^{{ra>fireball-sword?48|Offense}} ||{{fa>plus-circle?24&align=left}}**Chain Control:** When the attack jumps to a new target, you choose where it goes instead of always going to the nearest available target. The next target in the chain must be within 5 meters of the last target, but doesn't need to be the closest one. Total cover between two targets prevents you from chaining an attack between them as normal. |+^{{ra>fireball-sword?48|Offense}} ||{{fa>plus-circle?24&align=left}}**Chain Control:** When the attack jumps to a new target, you choose where it goes instead of always going to the nearest available target. The next target in the chain must be within 5 meters of the last target (or 10 meters if you also know the Bolt Thrower ability), but doesn't need to be the closest one. Total cover between two targets prevents you from chaining an attack between them as normal. |
 ^ ^^^ ^ ^^^
  
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 ^ ^^^ ^ ^^^
-^{{ra>fireball-sword?48|Offense}} ||{{fa>plus-circle?24&align=left}}**Breakaway:** If the attack kills its primary subject, it always chains regardless of the result on the trigger die. \\ \\ {{fa>plus-circle?24&align=left}}**Feedback Loop:** When the attack kills its primary target, it deals +2 damage to whatever target it chains into. If you also know the Multichain ability from this class, this damage bonus applies to //every// creature downstream of any killed target. |+^{{ra>fireball-sword?48|Offense}} ||{{fa>plus-circle?24&align=left}}**Feedback Loop:** Any subject killed by this attack immediately causes the attack to chain off them to hit a new subject. Momentum chains do not count against the normal limit on total chains and happen regardless of the result on the trigger die. So long as each new chainstrike also kills its target, there is no theoretical upper limit to how many times a single attack can chain with this ability (but the effect is restrained to the local area or single dungeon node). |
 ^ ^^^ ^ ^^^
  
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 ^ ^^^ ^ ^^^
-^{{ra>fireball-sword?48|Offense}} ||{{fa>plus-circle?24&align=left}}**Triple Threat:** When the attack jumps, it does so twice instead of only once (thus hitting up to three targets at a time instead of two). The third target must be within 5 meters of the second target and is chosen by the same method. \\ \\ {{fa>minus-circle?24&align=left}}**No Backsies:** No single creature can be affected by a single Sequencer attack more than once. Once they've been hit (whether or not they suffered any damage from the hit), they are no longer a valid target for further chains and will be passed over even if they're the closest creature to the last one hit. | +^{{ra>fireball-sword?48|Offense}} ||{{fa>plus-circle?24&align=left}}**Ubercharge:** The attack always chains regardless of the trigger die result. When the trigger die result is 7+, it chains twice (hitting up to three targets instead of two). When the trigger die result is 10+, it chains four times (hitting up to five targets). Each target must be within 5 meters of the previous target and is chosen by the same method. \\ \\ {{fa>minus-circle?24&align=left}}**No Backsies:** No single creature can be affected by a single Sequencer attack more than once. Once they've been hit (whether or not they suffered any damage from the hit), they are no longer a valid target for further chains and will be passed over even if they're the closest creature to the last one hit. |
-|{{fa>caret-right?24}} ^{{fa>star?24|Alternative}} |{{fa>plus-circle?24&align=left}}**Another Link:** You can choose to add two more subjects to the chain, causing it to hit up to five targets. \\ \\ {{fa>minus-circle?24&align=left}}**Supply Cost:** Every time you cause a chain to hit five targets, you must spend 1 Supply/Ammo Bag use. |+
 ^ ^^^ ^ ^^^
  
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 ^{{ra>eye-shield?48|Protection}} ||{{fa>plus-circle?24&align=left}}**Pass Them Over:** Every time the attack jumps to a new creature, you can choose not to hurt them with it. \\ \\ {{fa>plus-circle?24&align=left}}**No Resistance:** When you chain a target without hurting them, they don't count against the maximum number of targets for a single attack and you can immediately chain off them again to hit a different target. \\ \\ {{fa>minus-circle?24&align=left}}**No Backsies:** No single creature can be affected by a single Sequencer attack more than once. Once they've been hit (whether or not they suffered any damage from the hit), they are no longer a valid target for further chains and will be passed over even if they're the closest creature to the last one hit. | ^{{ra>eye-shield?48|Protection}} ||{{fa>plus-circle?24&align=left}}**Pass Them Over:** Every time the attack jumps to a new creature, you can choose not to hurt them with it. \\ \\ {{fa>plus-circle?24&align=left}}**No Resistance:** When you chain a target without hurting them, they don't count against the maximum number of targets for a single attack and you can immediately chain off them again to hit a different target. \\ \\ {{fa>minus-circle?24&align=left}}**No Backsies:** No single creature can be affected by a single Sequencer attack more than once. Once they've been hit (whether or not they suffered any damage from the hit), they are no longer a valid target for further chains and will be passed over even if they're the closest creature to the last one hit. |
 ^ ^^^ ^ ^^^
- 
-====== Enterprises ====== 
- 
-^Sequencer 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. | 
-^Sequencer 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. Two of the soldier's five abilities need to be from this class, 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. | 
  
sequencer.1565900385.txt.gz · Last modified: 2019/08/15 14:19 by kyle