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shotgunner [2019/04/12 08:30]
kyle
shotgunner [2020/11/19 14:00] (current)
kyle
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 ~~NOTOC~~ ~~NOTOC~~
  
-//They say there are many methods for combating creatures of pure evil: prayerclean living, good works. They call me scoundrel for preferring my trusty blunderbuss, but, well! They can go fuck themselves.//+//A lot of the more wickedly supernatural types of beastie are claimed to be invulnerable to everything except a pure heartbut it turns out point-blank blunderbuss to the face can also do the job in a pinch.//
  
-Shotgunners wield a different sort of firearm than Gunslingers do: the kind that disperses a small cone of painful bits across an area instead of singular, well-aimed bullets. The weapon described by these rules cleaves more closely to a videogamey conception of shotguns than the real-life thing, but if that kind of thing bothers you then how did you make it this far into the rules anyway?+Shotgunners wield a different sort of firearm than Gunslingers do: the kind that disperses a small cone of painful bits across an area instead of singular, well-aimed bullets. The weapon described by these rules cleaves more closely to a videogamey conception of shotguns than the real-life article, but if that kind of thing bothers you then how did you make it this far into the rules anyway?
  
-^[[#Shotgunner]] ^^Area Weapon. Fire a spread of shrapnel. |+This is a weapon and subject to [[UWR|universal weapon rules]]. 
 + 
 +^[[#Shotgunner]] ^^Fire a spread of shrapnel. |
 |{{fa>caret-right?24}} |[[#Carnage]] |Increased target potential. | |{{fa>caret-right?24}} |[[#Carnage]] |Increased target potential. |
-|{{fa>caret-right?24}} |[[#Flechettes]] |Inflict the Splinters condition. | +|{{fa>caret-right?24}} |[[#Intimacy]] |Increased damage at short range. | 
-|{{fa>caret-right?24}} |[[#Heavy Spit]] |Better damage close-up and longer falloff distance. |+|{{fa>caret-right?24}} |[[#Heavy Spit]] |Longer falloff distance. |
 |{{fa>caret-right?24}} |[[#Pump-Action]] |Reloading's not an issue. | |{{fa>caret-right?24}} |[[#Pump-Action]] |Reloading's not an issue. |
 |{{fa>caret-right?24}} |[[#Pushback]] |Knock targets away/down. | |{{fa>caret-right?24}} |[[#Pushback]] |Knock targets away/down. |
-^[[#Enterprises]] ||Shotgunner School \\ Shotgunner Squad |+^^^
  
 ====== Shotgunner ====== ====== Shotgunner ======
  
 ^ ^^^ ^ ^^^
-^{{ra>fireball-sword?48|Offense}} ||{{fa>plus-circle?24&align=left}}**Attack:** As an action, you may make an area attack against a number of targets within an equilateral triangle, one corner of which must be adjacent to your position. \\ \\ {{fa>plus-circle?24&align=left}}**Variable Targets:** This weapon can hit a different number of potential targets in their area of effect depending on the trigger die, up to a maximum of 4: \\ - If the trigger die is a 1-3, only the closest target is hit. \\ - If 4-6, the closest two are hit. \\ - If 7-9, the closest three. \\ - If 10-12, the closest four. \\ If multiple creatures are equidistant and the boomstick cannot hit all of them, select which will be hit randomly. \\ \\ {{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}}**Area Weapon:** This weapon does not suffer failure chances from concealment or mismatched sizes between attacker and target. \\ \\ {{fa>plus-circle?24&align=left}}**Close Bonus:** This weapon deals +2 damage to all targets within 5 meters. \\ \\ {{fa>minus-circle?24&align=left}}**Range Falloff:** This attack has a special failure chance of 6 against targets within 11-20 meters. It cannot be used against targets further away than 20 meters at all. \\ \\ {{fa>minus-circle?24&align=left}}**Constrained:** The attack's effect emanates outwards from its starting point (the corner of the triangle that's adjacent to you). Walls and solid barriers can prevent its spread and protect things behind them. Creatures do not constrain the effect's spread.\\ \\ {{fa>minus-circle?24&align=left}}**Loud:** Attacking with this weapon creates a loud noise that gets the attention of everything in the general area, especially when used multiple times in succession. The consequences of this will vary depending on the circumstances, but in any case makes this weapon an exceptionally poor choice for stealth. \\ \\ {{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}}**Slow Reload:** In order to use this weapon, you need to reload it first. Reloading happens automatically when you take a movement action, or costs an action by itself if you don't want to move. Once reloaded, the weapon can be used to attack with another action as normal, but will then need to be reloaded once again. \\ \\ {{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 an Whelm attack against a number of targets within an equilateral triangle, one corner of which must be adjacent to your position. \\ \\ {{fa>plus-circle?24&align=left}}**Variable Targets:** This weapon can hit a different number of potential targets in its area of effect depending on the trigger die, up to a maximum of 4: \\ - If the trigger die is a 1-3, only the closest target is hit. \\ - If 4-6, the closest two are hit. \\ - If 7-9, the closest three. \\ - If 10-12, the closest four. \\ If multiple creatures are equidistant and the attack cannot hit all of them, select which will be hit randomly. \\ \\ {{fa>plus-circle?24&align=left}}**Conditions:** When the trigger die is 10+, this weapon inflicts its wielder's choice of the Cracked, Sore, or Vulnerable conditions to its target. \\ \\ {{fa>plus-circle?24&align=left}}**Area Weapon:** This weapon does not suffer failure chances from concealment and failure chances from mismatched sizes between attacker and target are reduced by 12. \\ \\ {{fa>plus-circle?24&align=left}}**Close Bonus:** This weapon deals +2 damage to all targets within 5 meters. \\ \\ {{fa>minus-circle?24&align=left}}**Range Falloff:** This attack has a special failure chance of 6 against targets within 11-20 meters. It cannot be used against targets further away than 20 meters at all. \\ \\ {{fa>minus-circle?24&align=left}}**Constrained:** The attack's effect emanates outwards from its starting point (the corner of the triangle that's adjacent to you). Walls and solid barriers can prevent its spread and protect things behind them. Failure chances from cover apply fully if one target is behind another. \\ \\ {{fa>minus-circle?24&align=left}}**Loud:** Attacking with this weapon creates a loud noise that gets the attention of everything in the general area, especially when used multiple times in succession. The consequences of this will vary depending on the circumstances, but in any case makes this weapon an exceptionally poor choice for stealth. \\ \\ {{fa>minus-circle?24&align=left}}**Slow Reload:** In order to use this weapon, you need to reload it first. Reloading happens automatically when you take a movement action, or costs an action by itself if you don't want to move. Once reloaded, the weapon can be used to attack with another action as normal, but will then need to be reloaded once again. \\ \\ {{fa>minus-circle?24&align=left}}**Ammunition:** When the trigger die rolled with the attack is 1-3, mark off Supples. This weapon cannot be used if you have no Supplies remaining. |
 ^ ^^^ ^ ^^^
  
-|{{ra>help?24|Help}} |**Bleeding** creatures are quickly losing their precious bodily fluids. | +^Condition ^^Explanation ^ 
-|::: |{{fa>minus-circle?18&align=left}} Lose 1 Endurance at the end of each turn (unless recovery is successful)If no Endurance remains, lose Vitality instead. |+|{{ra>cracked-helm?32&align=left}} ^Cracked |{{fa>minus-circle?18&align=left}} Maximum Flesh is reduced to 4. Lose any excess Flesh when gaining the condition. Regain any Flesh lost to the condition when it is removed. When inflicted by a weapon attack, Cracked is applied to the subject immediately after damage is dealt. | 
 +|{{ra>player-pain?32&align=left}} ^Sore |{{fa>minus-circle?18&align=left}} Do not automatically regain lost Attention at the beginning of each round
 +|{{ra>falling?32&align=left}} ^Vulnerable |{{fa>minus-circle?18&align=left}} All incoming weapon attacks deal +2 damage. |
  
 ====== Carnage ====== ====== Carnage ======
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 ^ ^^^ ^ ^^^
  
-====== Flechettes ======+====== Heavy Spit ======
  
 ^ ^^^ ^ ^^^
-^{{ra>fireball-sword?48|Offense}} ||{{fa>plus-circle?24&align=left}}**Needle Spray:** When the trigger die displays a result of 10+all attacked targets gain the Splintered condition. \\ \\ {{fa>plus-circle?24&align=left}}**Stacker:** Every time your attack would inflict the Splintered condition on a target that already has it, the attack instead deals +2 damage. +^{{ra>fireball-sword?48|Offense}} ||{{fa>plus-circle?24&align=left}}**Longer Falloff:** The weapon's maximum range and effectiveness at close range are further enhancedas such: \\ - Against targets within 10 meters, the attack deals +2 damage. \\ Targets within 20 meters are attacked normally. \\ The attack has a special failure chance of 6 against targets within 21-50 meters. \\ - Targets further away than 50 meters cannot be targeted at all. |
-|{{fa>caret-right?24}} ^{{fa>star?24|Alternative}} |{{fa>plus-circle?24&align=left}}**Conditioner:** If you hit with the attack but the trigger die is not 10+, you can choose to apply the Splintered condition anyway. \\ \\ {{fa>minus-circle?24&align=left}}**Supply Cost:** Every time you force targets to gain the Splintered condition when they normally wouldn't, you must spend 1 Supply/Ammo Bag use. |+
 ^ ^^^ ^ ^^^
  
-|{{ra>help?24|Help}} |**Splintered** creatures are stuck all over with jagged bits. | +====== Intimacy ======
-|::: |{{fa>minus-circle?18&align=left}} Lose 1 Endurance immediately after every move action taken (including free move actions). If no Endurance remains, lose Vitality instead. | +
- +
-====== Heavy Spit ======+
  
 ^ ^^^ ^ ^^^
-^{{ra>fireball-sword?48|Offense}} ||{{fa>plus-circle?24&align=left}}**Longer Falloff:** The weapon's maximum range and effectiveness at close range are further enhanced, as such: \\ - Against targets within meters, the attack deals +5 damage. \\ - Against targets within 10 meters, the attack deals +2 damage. \\ - Targets within 20 meters are attacked normally. \\ - The attack has a special failure chance of 6 against targets within 21-50 meters. \\ - Targets further away than 50 meters cannot be targeted at all. |+^{{ra>fireball-sword?48|Offense}} ||{{fa>plus-circle?24&align=left}}**Reverse Hugs:** At point-blank range, your gun is absolutely devastating. The bonus damage against targets at close range is increased from +to +5 against targets 1 meter away. \\ \\ {{fa>minus-circle?24&align=left}}**Adjacent Only:** Bonus damage is still only +2 against targets 2-meters away. \\ \\ {{fa>plus-circle?24&align=left}}**Intimate Spit:** If you also know the Heavy Spit ability from this archetype, bonus damage is increased to +5 out to a range of 2 meters instead of 1 meter. |
 ^ ^^^ ^ ^^^
  
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 ^ ^^^ ^ ^^^
 ^{{ra>fireball-sword?48|Offense}} ||{{fa>plus-circle?24&align=left}}**Ch-Chick:** Advanced construction means you no longer need to reload between shots. | ^{{ra>fireball-sword?48|Offense}} ||{{fa>plus-circle?24&align=left}}**Ch-Chick:** Advanced construction means you no longer need to reload between shots. |
-|{{fa>caret-right?24}} ^{{fa>star?24|Alternative}} |{{fa>plus-circle?24&align=left}}**Both Barrels:** You can choose to fire off multiple shells per attack to really make sure the job gets done. When giving them both barrels, the attack always deals +2 bonus damage and critically hits (doubling Escalation bonus to damage and inflicting the Bleeding condition) on a 10+ instead of the normal 12. This bonus damage is in addition to the normal bonus damage from close range, if any. \\ \\ {{fa>minus-circle?24&align=left}}**Ammo Eater:** Every time you choose to use Both Barrels for extra damage, Supply/Ammo Bag uses are consumed on a trigger die roll of 1-6 instead of 1-3. |+|{{fa>caret-right?24}} ^{{fa>star?24|Alternative}} |{{fa>plus-circle?24&align=left}}**Both Barrels:** You can choose to fire off multiple shells per attack to really make sure the job gets done. When giving them both barrels, the attack always deals +2 bonus damage to all targets struck. This bonus damage is in addition to the normal bonus damage from close range, if any. \\ \\ {{fa>minus-circle?24&align=left}}**Ammo Eater:** Every time you choose to use Both Barrels for extra damage, Supplies are consumed on a trigger die roll of 1-6 instead of 1-3. |
 ^ ^^^ ^ ^^^
  
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 ^{{ra>fireball-sword?48|Offense}} ||{{fa>plus-circle?24&align=left}}**Hella Kick:** Creatures damaged by the weapon are physically moved 2 meters directly away from you. \\ \\ {{fa>minus-circle?24&align=left}}**Huge Exemption:** Exceptionally large creatures that occupy multiple spaces are immune to this effect unless every space they occupy was in the shrapnel cone. | ^{{ra>fireball-sword?48|Offense}} ||{{fa>plus-circle?24&align=left}}**Hella Kick:** Creatures damaged by the weapon are physically moved 2 meters directly away from you. \\ \\ {{fa>minus-circle?24&align=left}}**Huge Exemption:** Exceptionally large creatures that occupy multiple spaces are immune to this effect unless every space they occupy was in the shrapnel cone. |
 ^ ^^^ ^ ^^^
-^{{ra>fireball-sword?48|Offense}} ||{{fa>plus-circle?24&align=left}}**Destabilize:** When the trigger die is 10+, all creatures moved by the blast also gain the Prone condition. | +^{{ra>fireball-sword?48|Offense}} ||{{fa>plus-circle?24&align=left}}**Rip And Tear:** Your attacks no longer suffer failure chances from cover granted by creatures. Cover granted by solid objects such as walls still appliesbut creatures do not. |
-|{{fa>caret-right?24}} ^{{fa>star?24|Alternative}} |{{fa>plus-circle?24&align=left}}**Get Down:** You can choose to inflict Prone on all moved targets regardless of the trigger die result. \\ \\ {{fa>minus-circle?24&align=left}}**Supply Cost:** Every time you knock down targets that weren't normally going to beyou must spend 1 Supply/Ammo Bag use. |+
 ^ ^^^ ^ ^^^
  
-|{{ra>help?24|Help}} |**Prone** creatures are lying on the ground or otherwise very off-balance. | 
-|::: |{{fa>minus-circle?18&align=left}} Impairment to all movement. \\ \\ {{fa>minus-circle?18&align=left}} Incoming melee attacks deal +2 damage. \\ \\ {{fa>plus-circle?18&align=left}} Incoming projectile attacks have a failure chance of 3. | 
- 
-====== Enterprises ====== 
- 
-^Shotgunner 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. | 
-^Shotgunner 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. | 
shotgunner.1555079457.txt.gz · Last modified: 2019/04/12 08:30 by kyle