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turreteer [2020/05/26 16:03]
kyle
turreteer [2020/11/19 08:54] (current)
kyle
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-  * make a turret! costs 1 supplies and an action to set up, same one every time, half your level, can't move, can make no actions except 1 attack/round, lasts until end of session, consumes your own resources to fuel its abilities, can't change facing, can reclaim a turret that never lost any Energy to regain spent Supplies used to deploy it 
-    * utiliturrets: can make any actions you want (even if no other abilities, this at least lets it grab and recover) 
-    * mechanized: can take two actions/turn just like a normal creature can, can change facing at beginning of turn as free action 
-    * duraturret: can reclaim any turret that never lost any Flesh instead of Energy 
-    * turret catalogue: you have four types, pick which every time 
-    * throw turret: deploy within throwing range 
- 
 ~~NOTOC~~ ~~NOTOC~~
  
-//.//+//I'm a little hungover today, so I made this machine to do the punching for me. Let me know how it goes.//
  
-.+Turreteer is a minion-wielding archetype much like [[Tamer]] or [[Overlord]]. Turrets are relatively strong and require no additional expenditure of actions to control once they're out, but are also stationary and highly attack-focused. If your turret mostly manages to avoid any wear and tear, however, you can reclaim it and get back its deployment cost. This makes this archetype more interesting to those who'd like the extra assistance in combat without straining their budget.
  
 ^[[#Turreteer]] ^^Create automatic attackers. | ^[[#Turreteer]] ^^Create automatic attackers. |
-|{{fa>caret-right?24}} |[[#Expertise]] |Get advanced abilities. | +|{{fa>caret-right?24}} |[[#Duraturret]] |Easier to reclaim. | 
-^[[#Enterprises]] ||Turreteer School |+|{{fa>caret-right?24}} |[[#Mechanized]] |They act at full speed. | 
 +|{{fa>caret-right?24}} |[[#Systems Upgrade]] |Better striking. | 
 +|{{fa>caret-right?24}} |[[#Turret Catalogue]] |You've got options. | 
 +|{{fa>caret-right?24}} |[[#Utiliturrets]] |Do things other than attack. | 
 +^ ^^^
  
 ====== Turreteer ====== ====== Turreteer ======
  
 ^ ^^^ ^ ^^^
-^{{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 abilitynot any of its advanced abilities. \\ \\ {{fa>minus-circle?24&align=left}}**Supplies:** Roll trigger die when pulling out new temporary weapon. If the result is 1-6then 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}}**Sentry Device:** By spending an action, you may deploy a turret to any adjacent space. Turrets are semi-creatures that attack independently under your control. You can set up multiple turrets at a time if desired. \\ \\ {{fa>plus-circle?24&align=left}}**Turret Stats:** Every turret you deploy has the same statistics. Your turrets' level is equal to half of your own level (round fractions down), and every other time you level up your turrets do too. Just like a creature, a turret has one archetype/ability per level it has. You can freely give turrets levels in the [[Adamant]] and [[Steadfast]] archetypes, plus levels in any weapon-using archetype that has been unlocked in your campaign world. You also determine your turretscombat ratings (MeleeRemote, Whelm). Your turrets are the same size category that you are. \\ \\ {{fa>minus-circle?24&align=left}}**Nonstandard Weaknesses:** Turrets cannot take or benefit from weaknesses in order to gain free archetypes or abilities the way that creatures can. The weaknesses system simply isn't built with them in mind. \\ \\ {{fa>minus-circle?24&align=left}}**Resource Leech:** If an action made by turret has resource (Provisions, Supplies, Mojo) cost, it must be paid by you instead. Turrets have no resources of their own. \\ \\ {{fa>minus-circle?24&align=left}}**Restricted Actions:** Turrets can only take one action per round instead of the normal two, and the only actions they can take are weapon attack actionsTurrets can never move from the space they are deployed into under their own power by any means, but they can be picked up and carried by other creatures. \\ \\ {{fa>minus-circle?24&align=left}}**Supplies:** Deploying a turret always costs Supplies. \\ \\ {{fa>plus-circle?24&align=left}}**Reclaim:** As an actionyou can reclaim any adjacent turret that you personally deployed. Reclaiming a turret removes it from the game and refunds the 1 Supplies used to deploy it\\ \\ {{fa>minus-circle?24&align=left}}**Worn Out:** If a turret lost 1 or more points of Energy during a conflict (due to being attacked or whatever), you cannot reclaim it. | 
 +|{{fa>caret-right?24}} ^{{fa>star?24|Alternative}} |{{fa>plus-circle?24&align=left}}**Deep Customization:** You can give your turrets levels in any archetype in the game (except [[Turreteer]], [[Vehiclist]] and anything else your referee wants to veto because it doesn't make any sense- coming up with a semi-plausible reason is key). This is most often used to give turrets enhanced attacking abilities, such as via [[Striker]] or an elemental archetype. \\ \\ {{fa>minus-circle?24&align=left}}**Keystone Consumption:** If you wish to give your turrets a level in any archetype other than [[Adamant]], [[Steadfast]], or weapon-using archetypes, you must use an appropriate keystone to do so. You only need to use one keystone to apply this benefit to all your turrets. | 
 +|{{fa>caret-right?24}} ^{{fa>star?24|Alternative}} |{{fa>plus-circle?24&align=left}}**Long-Range Setup:** You can deploy your turrets to anywhere within throwing range (0-10 meters) instead of only into adjacent spaces. \\ \\ {{fa>minus-circle?24&align=left}}**Heavy Sonsabitches:** Throwing out a turret instead of just setting it down causes you to lose 1 Energy. |
 ^ ^^^ ^ ^^^
  
-====== Total Combat ======+====== Duraturret ======
  
 ^ ^^^ ^ ^^^
-^{{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 roundyou 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>eye-shield?48|Protection}} ||{{fa>plus-circle?24&align=left}}**Tougher Parts:** You can reclaim any turret that never lost any Fleshinstead of only turrets that never lost any Energy. |
 ^ ^^^ ^ ^^^
  
-====== Enterprises ======+====== Mechanized ======
  
-^Turreteer School |The settlement hosts an institution that teaches the secrets of this class for a small feeKeystones of this class can be purchased here for 1 Dosh each. |+^^^ 
 +^{{ra>gear-hammer?48|Utility}} ||{{fa>plus-circle?24&align=left}}**Smooth Movements:** Your turrets can make two actions per round instead of only one, just like a creature can. Double-attacking carries an Energy cost as normal, which can prevent a turret from being reclaimable. | 
 +^ ^^^ 
 + 
 +====== Systems Upgrade ====== 
 + 
 +^ ^^^ 
 +^{{ra>fireball-sword?48|Offense}} ||{{fa>plus-circle?24&align=left}}**Target Definition:** All your turrets gain the [[Striker]] archetype for free. This does not count against their normal limit of one archetype/ability per level. \\ \\ {{fa>plus-circle?24&align=left}}**Scaling Improvement:** When you attain level 10, your turrets all gain an advanced ability from the [[Striker]] archetype of your choice. They gain an additional advanced ability per 5 levels you gain after that. | 
 +^ ^^^ 
 +^{{ra>gear-hammer?48|Utility}} ||{{fa>plus-circle?24&align=left}}**Bundled Munitions:** The single first time any given turret would consume point from a resource (Provisions, Supplies, Mojo) they don't and the consumption is ignoredThis benefit resets at the beginning of each exploration turn. | 
 +^ ^^^ 
 + 
 +====== Turret Catalogue ====== 
 + 
 +^ ^^^ 
 +^{{ra>gear-hammer?48|Utility}} ||{{fa>plus-circle?24&align=left}}**More Options:** Make four different turret loadouts instead of only one. All four must follow the standard rules (half your level, non-standard weaknesses, restricted free archetypes, etc) but can have different archetypes, abilities, and combat ratings as you see fit. Every time you deploy a turret, it can be any of the four types you have available that you want. \\ \\ {{fa>minus-circle?24&align=left}}**Separate Customization:** If you use a keystone to give one of your turret types a non-standard archetype level, it only applies to that individual turret type. If you want to give a non-standard archetype level to a different type of turret you'll need a new keystone, even if it's the exact same archetype. | 
 +^ ^^^ 
 + 
 +====== Utiliturrets ====== 
 + 
 +^ ^^^ 
 +^{{ra>gear-hammer?48|Utility}} ||{{fa>plus-circle?24&align=left}}**Multi-Purpose:** Your turrets can take any actions they are capable of instead of being confined only to attacking- for example, a turret with a level in [[Healer]] could heal allies. Even if you have given them no other special moves via appropriate archetype levels, this allows your turrets to at least make grab actions and recovery actions. \\ \\ {{fa>minus-circle?24&align=left}}**Movement Still Forbidden:** Your turrets still cannot make any movement actions or make movement as part of other actions. They're stationary. | 
 +^ ^^^
  
turreteer.1590530609.txt.gz · Last modified: 2020/05/26 16:03 by kyle