Post by Zyraen on Mar 31, 2021 14:20:29 GMT 8
AUGMENT SIGNATURE ABILITIES
also known as Inventor Gadgets, which have to be developed, installed and replenished with Gear Supplies
SM1) Manuevering Device
Free, Personal
Trigger: You hit a creature with a blast, burst or melee attack
Effect: That creature is pushed or slid half Sec squares.
Special: You may expend this ability as a move action to shift half Sec squares.
SM1) Physical Augment
Free, Personal
Trigger: You make a skill/ability check based on Str/Dex/Con.
Effect: You gain half Sec bonus to checks based on that stat until end of this turn. This may be used out of combat for a check that takes no more than 5 minutes.
Special: When you make a saving throw, after you roll the d20, you may expend this ability (no action required) to gain half Sec bonus to the roll.
SM1) Recovery Tether
Free, Personal
Trigger: You are subject to forced movement and/or knocked prone
Effect: Make a saving throw with half Sec bonus. If you succeed, the forced movement is reduced by half Sec (min 1), and you do not fall prone. If you fail, this ability is not expended (as usual, it cannot be reused on the same triggering ability).
Special: When you start your turn and are subject to one or more physical effects that a save can end, you can make a saving throw to end one of them. If you succeed, this ability is expended.
SM2) Force Conversion
Interrupt, Personal
Trigger: You take damage from an attack that hits you
Effect: You gain twice Sec resistance against the triggering attack. After the attack resolves, you gain twice Sec THP.
SM2) Power Shield
Swift, Personal
Effect: You expend a Reserve and gain one third Sec shield bonus to AC and Reflex. This bonus remains until end of Enc, or until you use a free action to gain THP equal to reserve value plus Sec.
While this bonus is active, when you are hit by an attack, you may use an interrupt to end the granted bonus and gain Sec shield bonus to AC until ENT.
SM2) Resistive Layering
Interrupt, Personal
Trigger: You take acid, cold, fire or lightning damage.
Effect: You expend a Reserve and gain Sec resistance against the triggering damage type. If there is more than one damage type, choose one that matches the trigger. The resistance lasts until end of Encounter, or until you use a free action to gain THP equal to your Reserve Value plus Sec.
Special: You may use this as a swift action on your turn without a trigger, but specifying the damage type.
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GEAR SUPPLIES
Gear Supplies (GS) may be obtained in a number of ways.
1) A Trader team may take an Earn Gold action, but deduct 10 from the Security roll prior to multiplying. The result is the value of GS "earned". Nat1 increases Notoriety by 1d6.
2) An Outlaw team may take a special Scrounge action, which involves rolling a DC 10 Secrecy check. On a success, multiply the result by twice the Team's Tier. The result is the value of GS scrounged. Nat1 increases Notoriety by 1d6.
3) A Revolutionary team may take a special Salvage action, and must be led by an Inventor/Gunslinger character. The character makes a DC 18 Engineering or Thievery check. On a success, deduct 14 from the result and multiply the result by twice the Team's Tier. The result is the value of the GS salvaged. Failure increases Notoriety by 1d6.
4) Characters may assign an amount of gold (decided in advance) for the Inventor/Gunslinger character, who makes then makes an Engineering or Diplomacy check. If it falls below DC 12, all the gold is lost. Between 12 and 15, GS gained is equal to 20% of the gold spent. Between 16-24, GS gained is 50% of the gold spent. Above 25, GS gained is 70% of the gold spent. The character must then make a Stealth or Streetwise check (DC varies based on value of GS gained) to avoid being tailed and/or increasing Notoriety.
When liquidating Gear Supplies, it sells for 20% of its listed value, and a Stealth/Streetwise check might be required (DC varies based on value of gold gained).
For easier reference, note the 1-3 actions will be added to the Rebellion Details thread, under Actions available.
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DEVELOPING / INVENTING AUGMENT ABILITIES
To develop/invent an SM1 ability, the Inventor has to spend 50 gp of GS, and make a DC 20 Engineering check. This check is considered to take the Inventor's action for the week, as if he were leading a team, and he may only do this once per week. If he beats the DC, he unlocks the ability. On a fail, he has to retry it but automatically passes.
To develop/invent an SM2 ability, the Inventor has to spend 100 gp of GS, and make a DC 25 Engineering check. This check is considered to take the Inventor's action for the week, as if he were leading a team, and he may only do this once per week. If he beats the DC, he unlocks the ability. On a fail, when retrying the DC is reduced to 20, then if that attempt fails again, on the third try he automatically succeeds.
He must first develop one SM1 ability, before developing the first SM2 ability. After that, he must develop the second SM1 ability before developing a second SM2. Then the third SM1 before the third SM2.
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SPECIAL RULES FOR AUGMENT SIGNATURE ABILITIES
These abilities come under the following special rules
- they may not be accessed via Versatility feats
- they may not be expended to regain other abilities or to fuel effects from feats
- a character does not regain them automatically on resting, and the abilities cannot be regained using WP
- a character may have up to two copies of the same ability, but no more than 4 SM1s and 4 SM2s, and each SM2 must be supported by an SM1.
For a character to unlock access to Augment Signature abilities, 50 gp worth of Gear Supplies (GS) must be spent on a character to install accessories to armor, belt, etc. Then another 50 gp worth of GS is spent to learn an SM1, or 100 gp worth of GS is spent to learn an SM2. If a character has a second copy of the same ability, this amount must be spent again.
A GS "point" refers to GS at the following rates based on the level of the beneficiary, at the time the ability is being replenished.
L01-L07 : 50 gp
L08-L15 : 250 gp
L16-L30 : 1250 gp (see next post)
To activate/regain an Augment Signature, a Gunslinger/Inventor must replenish it by using up GS points equal to the rank of the ability. This can only be done outside of combat. An SM2 can only be regained if its supporting SM1 has not been expended.
eg. to regain SM2 Force Conversion, 2 GS points must be used. If its supporting SM1 (for that character) has been used, 1 GS point must be used to regain that SM1 before regaining the SM2.
When replenishing an Augment Signature, the Gunslinger/Inventor replenishing it may make an Engineering or Thievery check.
- DC 18 allows the Augment Signature to apply based on the Sec trait of the character replenishing the Augment, in place of the character who has the Augment, whichever is higher.
- DC 28 replaces all references of "half Sec" to instead be "Sec", and for all other references to "Sec" in the ability, it is treated as 1 higher than its actual value. This is in addition to the DC 18 benefit.
During a 5 minute rest, a Gunslinger/Inventor character may replenish GS points equal to the rank of his highest Signature ability, or twice that number if he does not benefit from the rest. He may carry GS points equal to the rank of his highest Signature ability, multiplied by half Sec. If he carries more than 50% of his max capacity, his speed is reduced by 1 as if wearing heavy armor.
Note that when carrying GS points, the value should also be recorded in gold pieces. This means as the party levels up, the character needs to add more GS to maintain the points carried. This also means it gets prohibitively more expensive to replenish Augment Signature abilities, so the characters who want to use them frequently may wish to purchase them using UP (see below section).
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VERSATILITY
A Gunslinger/Inventor character who is carrying GS points may spend WP to regain Augment Signatures, but this also uses up the required GS points being carried.
If a Gunslinger/Inventor character who is carrying GS points may take a standard action and use up to half Sec number of GS points, in order to regain his rank1 or rank2 Gunslinger/Inventor SMs equal to the number of GS points used.
If a character uses a specific Augment Signature ability at least 5 times, he may purchase that Augment Ability with UP (as usual, 3 UP for a rank1-2 ability). An Augment Signature ability that is purchased with UP is treated as a Signature just like any other Signature, and is regained when resting (without using any GS points). Note that during a rest, the Inventor/Gunslinger may still choose to replenish the supplies with GS points, using the lowest monetary value for it (ie 50 gp per GS point), in order to make an Engineering/Thievery check to apply the desired benefits.
If an SM2 Augment Signature ability is purchased using UP, but the character has not yet purchased a supporting SM1 Augment Signature ability, he has to keep the supporting SM1 available/unused in order to use that SM2.
Even when purchasing Augment Signatures with UP, note that the cap of 4 SM1s and 4 SM2s still applies.
also known as Inventor Gadgets, which have to be developed, installed and replenished with Gear Supplies
SM1) Manuevering Device
Free, Personal
Trigger: You hit a creature with a blast, burst or melee attack
Effect: That creature is pushed or slid half Sec squares.
Special: You may expend this ability as a move action to shift half Sec squares.
SM1) Physical Augment
Free, Personal
Trigger: You make a skill/ability check based on Str/Dex/Con.
Effect: You gain half Sec bonus to checks based on that stat until end of this turn. This may be used out of combat for a check that takes no more than 5 minutes.
Special: When you make a saving throw, after you roll the d20, you may expend this ability (no action required) to gain half Sec bonus to the roll.
SM1) Recovery Tether
Free, Personal
Trigger: You are subject to forced movement and/or knocked prone
Effect: Make a saving throw with half Sec bonus. If you succeed, the forced movement is reduced by half Sec (min 1), and you do not fall prone. If you fail, this ability is not expended (as usual, it cannot be reused on the same triggering ability).
Special: When you start your turn and are subject to one or more physical effects that a save can end, you can make a saving throw to end one of them. If you succeed, this ability is expended.
SM2) Force Conversion
Interrupt, Personal
Trigger: You take damage from an attack that hits you
Effect: You gain twice Sec resistance against the triggering attack. After the attack resolves, you gain twice Sec THP.
SM2) Power Shield
Swift, Personal
Effect: You expend a Reserve and gain one third Sec shield bonus to AC and Reflex. This bonus remains until end of Enc, or until you use a free action to gain THP equal to reserve value plus Sec.
While this bonus is active, when you are hit by an attack, you may use an interrupt to end the granted bonus and gain Sec shield bonus to AC until ENT.
SM2) Resistive Layering
Interrupt, Personal
Trigger: You take acid, cold, fire or lightning damage.
Effect: You expend a Reserve and gain Sec resistance against the triggering damage type. If there is more than one damage type, choose one that matches the trigger. The resistance lasts until end of Encounter, or until you use a free action to gain THP equal to your Reserve Value plus Sec.
Special: You may use this as a swift action on your turn without a trigger, but specifying the damage type.
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GEAR SUPPLIES
Gear Supplies (GS) may be obtained in a number of ways.
1) A Trader team may take an Earn Gold action, but deduct 10 from the Security roll prior to multiplying. The result is the value of GS "earned". Nat1 increases Notoriety by 1d6.
2) An Outlaw team may take a special Scrounge action, which involves rolling a DC 10 Secrecy check. On a success, multiply the result by twice the Team's Tier. The result is the value of GS scrounged. Nat1 increases Notoriety by 1d6.
3) A Revolutionary team may take a special Salvage action, and must be led by an Inventor/Gunslinger character. The character makes a DC 18 Engineering or Thievery check. On a success, deduct 14 from the result and multiply the result by twice the Team's Tier. The result is the value of the GS salvaged. Failure increases Notoriety by 1d6.
4) Characters may assign an amount of gold (decided in advance) for the Inventor/Gunslinger character, who makes then makes an Engineering or Diplomacy check. If it falls below DC 12, all the gold is lost. Between 12 and 15, GS gained is equal to 20% of the gold spent. Between 16-24, GS gained is 50% of the gold spent. Above 25, GS gained is 70% of the gold spent. The character must then make a Stealth or Streetwise check (DC varies based on value of GS gained) to avoid being tailed and/or increasing Notoriety.
When liquidating Gear Supplies, it sells for 20% of its listed value, and a Stealth/Streetwise check might be required (DC varies based on value of gold gained).
For easier reference, note the 1-3 actions will be added to the Rebellion Details thread, under Actions available.
=====
DEVELOPING / INVENTING AUGMENT ABILITIES
To develop/invent an SM1 ability, the Inventor has to spend 50 gp of GS, and make a DC 20 Engineering check. This check is considered to take the Inventor's action for the week, as if he were leading a team, and he may only do this once per week. If he beats the DC, he unlocks the ability. On a fail, he has to retry it but automatically passes.
To develop/invent an SM2 ability, the Inventor has to spend 100 gp of GS, and make a DC 25 Engineering check. This check is considered to take the Inventor's action for the week, as if he were leading a team, and he may only do this once per week. If he beats the DC, he unlocks the ability. On a fail, when retrying the DC is reduced to 20, then if that attempt fails again, on the third try he automatically succeeds.
He must first develop one SM1 ability, before developing the first SM2 ability. After that, he must develop the second SM1 ability before developing a second SM2. Then the third SM1 before the third SM2.
=====
SPECIAL RULES FOR AUGMENT SIGNATURE ABILITIES
These abilities come under the following special rules
- they may not be accessed via Versatility feats
- they may not be expended to regain other abilities or to fuel effects from feats
- a character does not regain them automatically on resting, and the abilities cannot be regained using WP
- a character may have up to two copies of the same ability, but no more than 4 SM1s and 4 SM2s, and each SM2 must be supported by an SM1.
For a character to unlock access to Augment Signature abilities, 50 gp worth of Gear Supplies (GS) must be spent on a character to install accessories to armor, belt, etc. Then another 50 gp worth of GS is spent to learn an SM1, or 100 gp worth of GS is spent to learn an SM2. If a character has a second copy of the same ability, this amount must be spent again.
L01-L07 : 50 gp
L08-L15 : 250 gp
L16-L30 : 1250 gp
To activate/regain an Augment Signature, a Gunslinger/Inventor must replenish it by using up GS points equal to the rank of the ability. This can only be done outside of combat. An SM2 can only be regained if its supporting SM1 has not been expended.
eg. to regain SM2 Force Conversion, 2 GS points must be used. If its supporting SM1 (for that character) has been used, 1 GS point must be used to regain that SM1 before regaining the SM2.
When replenishing an Augment Signature, the Gunslinger/Inventor replenishing it may make an Engineering or Thievery check.
- DC 18 allows the Augment Signature to apply based on the Sec trait of the character replenishing the Augment, in place of the character who has the Augment, whichever is higher.
- DC 28 replaces all references of "half Sec" to instead be "Sec", and for all other references to "Sec" in the ability, it is treated as 1 higher than its actual value. This is in addition to the DC 18 benefit.
During a 5 minute rest, a Gunslinger/Inventor character may replenish GS points equal to the rank of his highest Signature ability, or twice that number if he does not benefit from the rest. He may carry GS points equal to the rank of his highest Signature ability, multiplied by half Sec. If he carries more than 50% of his max capacity, his speed is reduced by 1 as if wearing heavy armor.
Note that when carrying GS points, the value should also be recorded in gold pieces. This means as the party levels up, the character needs to add more GS to maintain the points carried. This also means it gets prohibitively more expensive to replenish Augment Signature abilities, so the characters who want to use them frequently may wish to purchase them using UP (see below section).
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VERSATILITY
A Gunslinger/Inventor character who is carrying GS points may spend WP to regain Augment Signatures, but this also uses up the required GS points being carried.
If a Gunslinger/Inventor character who is carrying GS points may take a standard action and use up to half Sec number of GS points, in order to regain his rank1 or rank2 Gunslinger/Inventor SMs equal to the number of GS points used.
If a character uses a specific Augment Signature ability at least 5 times, he may purchase that Augment Ability with UP (as usual, 3 UP for a rank1-2 ability). An Augment Signature ability that is purchased with UP is treated as a Signature just like any other Signature, and is regained when resting (without using any GS points). Note that during a rest, the Inventor/Gunslinger may still choose to replenish the supplies with GS points, using the lowest monetary value for it (ie 50 gp per GS point), in order to make an Engineering/Thievery check to apply the desired benefits.
If an SM2 Augment Signature ability is purchased using UP, but the character has not yet purchased a supporting SM1 Augment Signature ability, he has to keep the supporting SM1 available/unused in order to use that SM2.
Even when purchasing Augment Signatures with UP, note that the cap of 4 SM1s and 4 SM2s still applies.