~~NOTOC~~ //If you find a tasty-looking sandwich lying on the beach, be sure to check for hooks and cables. Sometimes the mermaids like to fish for us, too.// ^{{ra>key?48|Possible Keystones}} |1. Spool of heavy fishing line. \\ 2. Comic book featuring urban gadgeteer-superhero. \\ 3. Vacuum cleaner's cord-retraction mechanism. \\ 4. Antique grappling hook. \\ 5. Sticky hand novelty toy. \\ 6. Whalebone harpoon. | This is a weapon and subject to [[UWR|universal weapon rules]]. ^[[#Grapnelier]] ^^Fire a line. | |{{fa>caret-right?24}} |[[#Grapcannon]] |Fire further, attach to anything. | |{{fa>caret-right?24}} |[[#Retraction]] |Autowind your line. | |{{fa>caret-right?24}} |[[#Safety Line]] |Fire harmlessly and freely. | |{{fa>caret-right?24}} |[[#Tether]] |Shoot both ends at once. | |{{fa>caret-right?24}} |[[#Weaponized]] |Better combat performance. | ^ ^^^ ====== Grapnelier ====== ^ ^^^ ^{{ra>fireball-sword?48|Offense}} ||{{fa>plus-circle?24&align=left}}**I Stick Thee:** As an action, you may make a Remote attack against any creature, object, or grabbable environmental feature within 10 meters (smooth surfaces with nothing to wrap a line around cannot be grabbed by this weapon). This attaches one end of a rope or similar line to your target and leaves the other end in your hands. \\ \\ {{fa>plus-circle?24&align=left}}**Special Conditioning:** Grapnelier attacks always apply the Grabbed condition to their target regardless of the trigger die result. If you’d rather not apply Grabbed to a target, you can choose not to. \\ \\ {{fa>plus-circle?24&align=left}}**Backshot:** This weapon can be used to backstab (+2 damage to targets that cannot see you). \\ \\ {{fa>minus-circle?24&align=left}}**Single Line:** If you are currently grabbing a target with your Grapnelier weapon, you cannot use it to attack again without releasing your line (ending the Grabbed condition) first. \\ \\ {{fa>plus-circle?24&align=left}}**Backup Rope:** If you have a rope item in your inventory, you can leave your line attached to a target and fire another line at a different target. This consumes the rope item from your inventory (although you can get it back by detaching either of your lines). \\ \\ {{fa>plus-circle?24&align=left}}**Sea-Beast Hunting:** Although this weapon cannot be used effectively all while underwater, it can be used to target creatures that are underwater. Each meter of water passed through counts as five meters of air for purposes of range. \\ \\ {{fa>plus-circle?24&align=left}}**Outfitter Synergy:** If you know the Cabler ability from the Outfitter archetype, all lines fired with your Grapnelier weapon have the properties of a Cabler rope instead, and range is increased from 10 meters to 20. | ^ ^^^ ^Condition ^^Explanation ^ |{{ra>tentacle?32&align=left}} ^Grabbed |{{fa>minus-circle?18&align=left}} Grabber and grabbed are connected in some way; neither of them can move without dragging the other along for the ride. The distance between grabber and grabbed is always at maximum the same as the range of whatever ability caused the grab in the first place. \\ \\ {{fa>minus-circle?18&align=left}} If grabber or grabbed are small enough for the other to carry, they can be dragged. This causes encumbrance if both are the same size. \\ \\ {{fa>minus-circle?18&align=left}} The grabber can choose to end the effect as a free action during their turn. \\ \\ {{fa>minus-circle?18&align=left}} The grabber ignores the effects of cover and concealment in regards to the target they've grabbed. \\ \\ {{fa>plus-circle?18&align=left}} Unlike other conditions, the target can choose to skip the automatic recovery roll at the end of their turn for Grabbed if desired. | ====== Grapcannon ====== ^ ^^^ ^{{ra>gear-hammer?48|Utility}} ||{{fa>plus-circle?24&align=left}}**Improved Firing Mechanism:** Your weapon can seamlessly weave multiple ropes together as you fire it. For every rope item you have in your inventory, maximum range is increased by +10 meters. For every 10 meters you shoot, the attack consumes another rope item from your inventory. There is no upper limit to this except for inventory space. Rope items can be reclaimed and re-added to your inventory after being fired as usual. \\ \\ {{ra>doubled?24&align=left}}**Cabler Synergy:** If you know the Cabler ability from the [[Outfitter]] archetype, every rope item in your inventory extends range by and is consumed only at the threshold of 20 meters instead of 10. \\ \\ {{fa>plus-circle?24&align=left}}**Sticky Anchor:** You can attach a line to anything solid in your environment (such as smooth, featureless walls), not just things that are eminently grabbable. | ^ ^^^ ====== Retraction ====== ^ ^^^ ^{{ra>footprint?48|Movement}} ||{{fa>plus-circle?24&align=left}}**Get Over Here:** After you've attached your line to an object or creature, you can choose to retract the line as an action. If the creature/object is light enough that you could carry them (this usually means smaller than you), they are immediately pulled to you. If they're bigger/heavier, you are pulled to them (attaching to objects in the environment almost always results in this). If you're equal, you get pulled together somewhere in the middle. \\ \\ {{fa>plus-circle?24&align=left}}**Tether Tricks:** If you also know the Tether ability from this archetype and use it to attach two things other than yourself together, you can use an action to draw those two things together from a distance. | ^ ^^^ ====== Safety Line ====== ^ ^^^ ^{{ra>gear-hammer?48|Utility}} ||{{fa>plus-circle?24&align=left}}**Light Touch:** You can fire your weapon at targets in order to grab them without dealing any damage or otherwise harming them in any way. If the target is willing to be grabbed, then firing your weapon at them in this way also ignores all failure chances your attack would normally suffer. \\ \\ {{fa>plus-circle?24&align=left}}**Not Today:** You can fire your weapon at any time as a free action, even when it is not your turn. This can be handy for catching yourself or a nearby ally when being moved against your will or falling, or simply good for snagging an enemy quickly before they get away. \\ \\ {{fa>minus-circle?24&align=left}}**Nonlethal Only:** When firing your weapon as a free action, you never deal damage as per the other function of Safety Line. | ^ ^^^ ====== Tether ====== ^ ^^^ ^{{ra>gear-hammer?48|Utility}} ||{{fa>plus-circle?24&align=left}}**Splitfire:** You can fire both ends of your line simultaneously at two different targets. If both targets are creatures, use just one trigger die to determine the results of the attack for both. \\ \\ {{fa>plus-circle?24&align=left}}**Bad Touch:** Both targets are considered to have inflicted the Grabbed condition to each other and thus might limit each other's movement. Unlike the normal Grabbed condition, neither can voluntarily end the effect early; it lasts until one or both subjects recover from it. \\ \\ {{fa>plus-circle?24&align=left}}**Auto-Detach:** You can detach one or both ends of your line from a distance at any time during your turn as a free action. \\ \\ {{fa>minus-circle?24&align=left}}**Limited Ranges:** Both targets you fire at must be within range from each others' positions as well as within range from yours. \\ \\ {{fa>minus-circle?24&align=left}}**Detached:** Using Tether to link two things together that are not yourself means losing the line you loaded in order to do so. After tethering two things together, you cannot use this weapon again unless you have another rope in your inventory or you recover the rope you fired off. | ^ ^^^ ====== Weaponized ====== ^ ^^^ ^{{ra>fireball-sword?48|Offense}} ||{{fa>plus-circle?24&align=left}}**Fishhook:** The business end of your lines can cause plenty of damage, even after the main attack. After using this weapon to grab a target, you can continue to make attack actions against them without relinquishing your grab simply by yanking on the line. | ^ ^^^ ^{{ra>fireball-sword?48|Offense}} ||{{fa>plus-circle?24&align=left}}**Conditions:** You're skilled enough that your weapon truly acts like one, not just a painful way to snag distant targets. When the trigger die is 10+, you may inflict your choice of the Choking, Cracked, or Deprived conditions to your target. This chosen condition is in addition to the Grabbed condition your weapon always applies anyway. | ^ ^^^ ^Condition ^^Explanation ^ |{{ra>noose?32&align=left}} ^Choking |{{fa>minus-circle?18&align=left}} Lose 1 Energy at the end of each round. If no Energy remains, lose Flesh instead. Successfully throwing off the condition prevents damage for that round. \\ \\ {{fa>minus-circle?18&align=left}} Making a recovery action no longer restores 1 Energy (but still allows a check to remove a condition as normal). | |{{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>broken-bottle?32&align=left}} ^Leaking |{{fa>minus-circle?18&align=left}} When consuming any resource (Provisions/Supplies/Mojo), consume +1 additional point if possible. |