Difference between revisions of "Gunslinging"

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|basebalance=0.50 second
|basebalance=0.50 second
|description=Gun ammo is made from two components: payload and tips. The payload determines the damage type, while the tip determines what secondary effect your ammo has. This is the base, piercing smart ammo, which fires a solid slug that will do moderate levels of impact damage to the target.
|description=Gun ammo is made from two components: payload and tips. The payload determines the damage type, while the tip determines what secondary effect your ammo has. This is the base, piercing smart ammo, which fires a solid slug that will do moderate levels of impact damage to the target.
|command=<code>GUN SWITCH REGULAR<code>
|command=<code>GUN SWITCH REGULAR<code>, <code>GUN AMMO</code>
|appearance=You spin the chamber of the ammo case on your belt until regular bullets come up, ready to use.
|appearance=You spin the chamber of the ammo case on your belt until regular bullets come up, ready to use.
}}
}}
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|basebalance=
|basebalance=
|description=Your familiarity with your blaster gives you the ability to quickly and easily switch between the smart ammo selections that you've mastered. In addition to picking the ammo type, you can also lock in an associated detrimental effect, allowing you to deliver a specific ailment to the target.
|description=Your familiarity with your blaster gives you the ability to quickly and easily switch between the smart ammo selections that you've mastered. In addition to picking the ammo type, you can also lock in an associated detrimental effect, allowing you to deliver a specific ailment to the target.
|command=GUN SWITCH <TYPE> <EFFECT>
|command=<code>GUN SWITCH <TYPE> <EFFECT/RANDOM></code>
}}
}}


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|basebalance=1.00 second
|basebalance=1.00 second
|description=This is an ammo tip modifier. Mind-altering chemicals fill the tips of impairing ammo, which upon impact will inflict various mental ailments upon the victim. Affliction possibilities are: Vertigo, acrophobia, encroachment, and disorientation. If no specific effect is locked in, impairing smart ammo will inflict any one of the listed possibilities.
|description=This is an ammo tip modifier. Mind-altering chemicals fill the tips of impairing ammo, which upon impact will inflict various mental ailments upon the victim. Affliction possibilities are: Vertigo, acrophobia, encroachment, and disorientation. If no specific effect is locked in, impairing smart ammo will inflict any one of the listed possibilities.
|command=GUN SWITCH IMPAIRING <EFFECT|RANDOM>
|command=<code>GUN SWITCH IMPAIRING <TYPE> <EFFECT/RANDOM></code>
|appearance=You spin the chamber of the ammo case on your belt until impairing bullets with a random effect come up, ready to use.
|appearance=You spin the chamber of the ammo case on your belt until impairing bullets with a random effect come up, ready to use.
}}
}}
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|basebalance=1.00 second
|basebalance=1.00 second
|description=This is a an ammo payload type. Switching to the combusting smart ammo will equip your bullets with incendiary payload, which explode for thermal damage.
|description=This is a an ammo payload type. Switching to the combusting smart ammo will equip your bullets with incendiary payload, which explode for thermal damage.
|command=GUN SWITCH COMBUSTING
|command=<code>GUN SWITCH COMBUSTING</code>
|appearance=You spin the chamber of the ammo case on your belt until combusting bullets come up, ready to use.
|appearance=You spin the chamber of the ammo case on your belt until combusting bullets come up, ready to use.
}}
}}
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|basebalance=1.00 second
|basebalance=1.00 second
|description=This is an ammo tip modifier. This ammo tip selection is designed to interfere with the target's senses. The affliction possibilities of disrupting ammo are: Blind, deaf, blurry vision, and nearsighted. If no specific effect is locked in, disrupting smart ammo will inflict any one of the listed possibilities.
|description=This is an ammo tip modifier. This ammo tip selection is designed to interfere with the target's senses. The affliction possibilities of disrupting ammo are: Blind, deaf, blurry vision, and nearsighted. If no specific effect is locked in, disrupting smart ammo will inflict any one of the listed possibilities.
|command=GUN SWITCH  
|command=<code>GUN SWITCH DISRUPTING <TYPE> <EFFECT/RANDOM></code>
|appearance=You spin the chamber of the ammo case on your belt until disrupting bullets with a random effect come up, ready to use.
|appearance=You spin the chamber of the ammo case on your belt until disrupting bullets with a random effect come up, ready to use.
}}
}}
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|basebalance=0.50 second
|basebalance=0.50 second
|description=This is an ammo payload type. Arcing ammo fits your bullets with mini-EMP cores, which are effective disrupting wetwiring operations. Due to the small nature of the ammo, they are half as effective as regular EM attacks.
|description=This is an ammo payload type. Arcing ammo fits your bullets with mini-EMP cores, which are effective disrupting wetwiring operations. Due to the small nature of the ammo, they are half as effective as regular EM attacks.
|command=GUN SWITCH ARCING
|command=<code>GUN SWITCH ARCING</code>
|appearance=You spin the chamber of the ammo case on your belt until arcing bullets come up, ready to use.
|appearance=You spin the chamber of the ammo case on your belt until arcing bullets come up, ready to use.
}}
}}
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|basebalance=1.00 second
|basebalance=1.00 second
|description=This is an ammo tip modifier. Weakening tips will cycle through various effects that will weaken the body. Afflictions offered by this ammo type are: Slowness, sickness, staggering, and hypertension. If no specific effect is locked, these bullets will afflict with any one of these possibilities.
|description=This is an ammo tip modifier. Weakening tips will cycle through various effects that will weaken the body. Afflictions offered by this ammo type are: Slowness, sickness, staggering, and hypertension. If no specific effect is locked, these bullets will afflict with any one of these possibilities.
|command=GUN SWITCH WEAKENING <EFFECT|RANDOM>
|command=<code>GUN SWITCH WEAKENING <TYPE> <EFFECT/RANDOM></code>
|appearance=You spin the chamber of the ammo case on your belt until weakening bullets with a random effect come up, ready to use.
|appearance=You spin the chamber of the ammo case on your belt until weakening bullets with a random effect come up, ready to use.
}}
}}
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|basebalance=1.00 second
|basebalance=1.00 second
|description=This is an ammo tip modifier. This ammo tip selection outfits your bullets with nanoinjectors that fragment and disperse beneath the skin, releasing slow-acting effects that damage the target over time. The affliction possibilities are: Tender, trauma, dazed, stupefied, and vulnerable. If no specific effect is locked in, infusing smart ammo will inflict any one of the listed possibilities.
|description=This is an ammo tip modifier. This ammo tip selection outfits your bullets with nanoinjectors that fragment and disperse beneath the skin, releasing slow-acting effects that damage the target over time. The affliction possibilities are: Tender, trauma, dazed, stupefied, and vulnerable. If no specific effect is locked in, infusing smart ammo will inflict any one of the listed possibilities.
|command=GUN SWITCH INFUSING <EFFECT|RANDOM>  
|command=<code>GUN SWITCH INFUSING <TYPE> <EFFECT/RANDOM></code>
|appearance=You spin the chamber of the ammo case on your belt until slow-infusing bullets with a random effect come up, ready to use.
|appearance=You spin the chamber of the ammo case on your belt until slow-infusing bullets with a random effect come up, ready to use.
}}
}}
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|basebalance=1.00 second
|basebalance=1.00 second
|description=This is an ammo tip modifier. Selecting the amplifying ammo tips will unlock various effects that amplify subsystem damage. Affliction possibilities are: Spasms, choking, painspike, seizures, and shortcircuit. If no specific effect is locked in, amplifying smart ammo will inflict any one of the listed possibilities.
|description=This is an ammo tip modifier. Selecting the amplifying ammo tips will unlock various effects that amplify subsystem damage. Affliction possibilities are: Spasms, choking, painspike, seizures, and shortcircuit. If no specific effect is locked in, amplifying smart ammo will inflict any one of the listed possibilities.
|command=GUN SWITCH AMPLIFYING <EFFECT|RANDOM>  
|command=<code>GUN SWITCH AMPLIFYING <TYPE> <EFFECT/RANDOM></code>
|appearance=You spin the chamber of the ammo case on your belt until damage boosting bullets with a random effect come up, ready to use.
|appearance=You spin the chamber of the ammo case on your belt until damage boosting bullets with a random effect come up, ready to use.
}}
}}
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|basebalance=1.00 second
|basebalance=1.00 second
|description=Reloading in the heat of battle is a fine art when your hands are shaking with adrenaline. This ability will ensure that your reloads go as planned every time.
|description=Reloading in the heat of battle is a fine art when your hands are shaking with adrenaline. This ability will ensure that your reloads go as planned every time.
|command=GUN QUICKLOAD  
|command=<code>GUN QUICKLOAD</code>
|appearance=You load a cartridge of eight new bullets into a <PIECE> with dextrous ease, then pull back the hammer until it clicks.
|appearance=You load a cartridge of eight new bullets into a <PIECE> with dextrous ease, then pull back the hammer until it clicks.
}}
}}
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|basebalance=4.00 seconds
|basebalance=4.00 seconds
|description=Scoundrels are masters of accuracy and agility. When you have one last bullet left, fire it at a target while performing a backflip that will take you out of the room. You will automatically reload when you land safely at your destination.
|description=Scoundrels are masters of accuracy and agility. When you have one last bullet left, fire it at a target while performing a backflip that will take you out of the room. You will automatically reload when you land safely at your destination.
|command=GUN BACKFLIP <TARGET> <DIRECTION>
|command=<code>GUN BACKFLIP <TARGET> <DIRECTION></code>
|appearance=
|appearance=Taking aim at <TARGET> with your last bullet, you launch yourself into a backflip, pulling the trigger as your back arches high above your target's head.
 
Your agile backflip takes you to <DIRECTION>, where you land with a practiced roll, reloading your gun as you do so.
}}
}}


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|basebalance=2.00 seconds
|basebalance=2.00 seconds
|description=With a skilful twirl of your wrist, you reload your blaster and instantly line up your next shot, decreasing the balance time for your next Gunslinging action by 50%. If unused, the effect expires in 5 seconds.
|description=With a skilful twirl of your wrist, you reload your blaster and instantly line up your next shot, decreasing the balance time for your next Gunslinging action by 50%. If unused, the effect expires in 5 seconds.
|command=GUN SPIN
|command=<code>GUN SPIN</code>
|appearance=
|appearance=Spinning a <PIECE> by its trigger guard around one finger, you pop the cartridge, slide a new one into place, cock the hammer, and take careful aim. Every motion is effortless and smooth.
}}
}}


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|basebalance=2.00 seconds
|basebalance=2.00 seconds
|description=Taking your spent shells, you fling them under your opponent's feet, causing their next action to take 50% longer. This effect may be muted or nullified by the abilities of your target
|description=Taking your spent shells, you fling them under your opponent's feet, causing their next action to take 50% longer. This effect may be muted or nullified by the abilities of your target
|command=GUN SHELLSPILL
|command=<code>GUN SHELLSPILL</code>
|appearance=
|appearance=Ejecting the spent magazine from your weapon and sliding a new one into place, you send the steaming, half-molten shells scattering across the ground with a jingling, rattling percussion.
}}
}}


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|cooldown=60.00 seconds
|cooldown=60.00 seconds
|description=Drop your unspent mag from your PIECE, forcing you to reload immediately. This action is generally blocked by the protections on your gun, and forcing this will cause that subsystem to restart, meaning this action can only be done once every 60 seconds.
|description=Drop your unspent mag from your PIECE, forcing you to reload immediately. This action is generally blocked by the protections on your gun, and forcing this will cause that subsystem to restart, meaning this action can only be done once every 60 seconds.
|command=GUN EJECT
|command=<code>GUN EJECT</code>
|appearance=Despite the waste, you eject a <PIECE>'s magazine's cartridge and chuck it aside, preferring to reload a fresh clip.
|appearance=Despite the waste, you eject a <PIECE>'s magazine's cartridge and chuck it aside, preferring to reload a fresh clip.
}}
}}
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|resource=1 bullet (uses 0)
|resource=1 bullet (uses 0)
|description=Line up your foe so when you next leave your cover or SHOULDERROLL, you will fire upon your target. This can only only be performed once every 8 seconds.
|description=Line up your foe so when you next leave your cover or SHOULDERROLL, you will fire upon your target. This can only only be performed once every 8 seconds.
|command=GUN GAUGE <TARGET>
|command=<code>GUN GAUGE <TARGET></code>
|appearance=
|appearance=Hunkered behind your cover, you peek out for a moment, noting the position of <TARGET> before ducking back into relative safety. Yep. That's who you'll be shooting next time you roll out of here.
}}
}}


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|resource=1 bullet
|resource=1 bullet
|description=While indoors, you can fire your PIECE at the ceiling, bringing down some debris to hit exposed people in the room. Debris will rain down every 5 seconds for 40 seconds and hit anyone not behind cover.
|description=While indoors, you can fire your PIECE at the ceiling, bringing down some debris to hit exposed people in the room. Debris will rain down every 5 seconds for 40 seconds and hit anyone not behind cover.
|command=GUN CAVEIN
|command=<code>GUN CAVEIN</code>
|appearance=
|appearance=Lifting your piece over your head, you fire it several times, heedless of the damage you cause to the ceiling over your head. Debris begins to fall from above, bruising and destructive.
}}
}}


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|resource=1 bullet
|resource=1 bullet
|description=The mark of a true scoundrel is the sneaky first shot. Be it a sly blast under a cantina table, or a shot to the back when your mark is distracted. This damaging attack can only be performed when not in combat.
|description=The mark of a true scoundrel is the sneaky first shot. Be it a sly blast under a cantina table, or a shot to the back when your mark is distracted. This damaging attack can only be performed when not in combat.
|command=GUN AMBUSH
|command=<code>GUN AMBUSH</code>
|appearance=Without warning, you snatch a <PIECE> from your belt and fire it from the hip at <TARGET>, moving too rapidly to be spotted until the bullet is already leaving the barrel.
|appearance=Without warning, you snatch a <PIECE> from your belt and fire it from the hip at <TARGET>, moving too rapidly to be spotted until the bullet is already leaving the barrel.
}}
}}
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|resource=1 bullet (uses 0)
|resource=1 bullet (uses 0)
|description=Fire off all of your remaining ammo in a hail of bullets. You will fire one bullet per second and a half at your target, but if you are interrupted, you will be thrown off balance for an extended time.
|description=Fire off all of your remaining ammo in a hail of bullets. You will fire one bullet per second and a half at your target, but if you are interrupted, you will be thrown off balance for an extended time.
|command=GUN UNLOAD <TARGET>
|command=<code>GUN UNLOAD <TARGET></code>
|appearance=You point a <PIECE> at <TARGET> and start pulling the trigger repeatedly, unloading the remainder of your clip in a furious hail of bullets.
|appearance=You point a <PIECE> at <TARGET> and start pulling the trigger repeatedly, unloading the remainder of your clip in a furious hail of bullets.
}}
}}
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|basebalance=3.00 seconds
|basebalance=3.00 seconds
|description=Holding your PIECE at the ready, you focus on shooting anyone who enters the room. This is a channeled stance and may be interrupted by performing other actions, or by the actions of others.
|description=Holding your PIECE at the ready, you focus on shooting anyone who enters the room. This is a channeled stance and may be interrupted by performing other actions, or by the actions of others.
|command=GUN VIGILANT
|command=<code>GUN VIGILANT</code>
|appearance=Squaring your hips and spinning a <PIECE> deftly in one hand, you survey the area, ready to shoot down the first beating heart that walks in.
|appearance=Squaring your hips and spinning a <PIECE> deftly in one hand, you survey the area, ready to shoot down the first beating heart that walks in.
}}
}}
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|basebalance=3.00 seconds
|basebalance=3.00 seconds
|description=Your reflexes are honed to a point where, with enough concentration, you can take out projectiles coming into your room mid-flight. Attacks against yourself will always be shot down, while attacks against others are diminished. This is a channeled stance and may be interrupted by performing other actions, or the actions of others.
|description=Your reflexes are honed to a point where, with enough concentration, you can take out projectiles coming into your room mid-flight. Attacks against yourself will always be shot down, while attacks against others are diminished. This is a channeled stance and may be interrupted by performing other actions, or the actions of others.
|command=GUN BULLETGUARD
|command=<code>GUN BULLETGUARD<code>
|appearance=Narrowing your sharpshooter's gaze, you ready your finger on the trigger of a <PIECE> and turn your eyes to the skies, feeling a twitchy, alert sense of speed and readiness as you begin to focus on incoming projectiles.
|appearance=Narrowing your sharpshooter's gaze, you ready your finger on the trigger of a <PIECE> and turn your eyes to the skies, feeling a twitchy, alert sense of speed and readiness as you begin to focus on incoming projectiles.
}}
}}
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|basebalance=3.00 seconds
|basebalance=3.00 seconds
|description=Always on the lookout for an opening, this stance will allow you to reflexively fire upon any who are foolish enough to attack you. This is a channeled stance and may be interrupted by performing other actions, or the actions of others.
|description=Always on the lookout for an opening, this stance will allow you to reflexively fire upon any who are foolish enough to attack you. This is a channeled stance and may be interrupted by performing other actions, or the actions of others.
|command=GUN OVERWATCH
|command=<code>GUN OVERWATCH<code>
|appearance=Cricking your neck, and looking slowly around, you adopt a more casual, unthreatening stance, but your fingers tighten on the grip of a <PIECE>. The next person who attacks you will get a nasty surprise.
|appearance=Cricking your neck, and looking slowly around, you adopt a more casual, unthreatening stance, but your fingers tighten on the grip of a <PIECE>. The next person who attacks you will get a nasty surprise.
}}
}}
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