Post by Zyraen on May 21, 2021 10:23:06 GMT 8
Edit 13 Jun 2021 : bolded changes regarding rank4 and sustains
GRIT POOL
- You have a Grit pool equivalent to the total number of ranks you have in this tree (ie if you have SA1 SM1 SM2, your grit pool is 4). You regain all your Grit after a rest.
- Apart from interrupts and rank4s (which are still usable once per encounter), you may spend Grit to use your abilities any number of time, as long as you have them. An ability from this tree costs Grit equivalent to its rank.
- If an ability allows sustain, you must expend that ability in addition to the required grit, and that ability is no longer usable until you rest.
- As a use of the 2/encounter Recovery (see the unboundgames.proboards.com/post/1806), you can spend 1 WP to regain Grit equal to the highest rank ability you have already used this encounter. In any case, when using 1WP Recovery to regain an expended Signature ability (typically an interrupt), you also regain the same number of Grit to use that ability.
- When you use an ability from this tree and score a critical hit OR reduce a Std or higher creature to 0 HP, you regain 1 Grit after the attack resolves, but no more than 1 Grit per ability used. If you are using a Area, Blast, Burst, or Wall ability, only your first d20 attack roll counts towards this requirement.
- When you roll a natural 1 or 2 with any attack roll from your Firearm, your firearm misfires and gains the broken condition after the attack is resolved, and you lose 1 grit. A broken firearm has -4 to attack rolls and damage, and if it misfires while broken, it explodes. The firearm is then destroyed (but see below), and resolve an area 1 attack targeting yourself as the origin square, applying the Powerful Burst feat (but no other Slayer feats)
- For avoidance of doubt, if during an action you misfire and have more shots, you can cancel the remaining shots to avoid the risk of misfiring again and explosion / destroying the firearm.
- If your firearm has the broken condition due to misfire, you may either
A) spend a Standard Action to remove the broken condition
B) spend a Move Action and 1 Grit to remove the broken condition. You may use 1 Gear Supply point to substitute 1 Grit when repairing.
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NOTES
- A firearm is very unique and no replacement can be easily found.
- You can buy magic items (weapons) as modules to use with your firearms. You can swap modules outside of combat, but only one module per firearm.
- If you have a magic item module on your firearm when it explodes, the magic keeps the weapon from completely being consumed, and it is only considered mostly destroyed. During downtime (ie in a safe environment/not in a dungeon etc), you may spend 1 WP and gold equivalent to a magic item of two levels less than your level to repair such a mostly destroyed firearm. This firearm returns to play with the broken condition.
- If somehow the firearm is actually destroyed via misfire while not magically enhanced, you have to get a new firearm. The gold cost is twice the cost of the repair (minimum 2000 gp), and also costs 4 WP, but it does not start the next scenario broken. If you do not have enough WP, you have to wait until you have enough.
- You may pay the above hefty cost if you wish to get 1 spare firearm, but you may not have more than 1 spare at any time.
GRIT POOL
- You have a Grit pool equivalent to the total number of ranks you have in this tree (ie if you have SA1 SM1 SM2, your grit pool is 4). You regain all your Grit after a rest.
- Apart from interrupts and rank4s (which are still usable once per encounter), you may spend Grit to use your abilities any number of time, as long as you have them. An ability from this tree costs Grit equivalent to its rank.
- If an ability allows sustain, you must expend that ability in addition to the required grit, and that ability is no longer usable until you rest.
- As a use of the 2/encounter Recovery (see the unboundgames.proboards.com/post/1806), you can spend 1 WP to regain Grit equal to the highest rank ability you have already used this encounter. In any case, when using 1WP Recovery to regain an expended Signature ability (typically an interrupt), you also regain the same number of Grit to use that ability.
- When you use an ability from this tree and score a critical hit OR reduce a Std or higher creature to 0 HP, you regain 1 Grit after the attack resolves, but no more than 1 Grit per ability used. If you are using a Area, Blast, Burst, or Wall ability, only your first d20 attack roll counts towards this requirement.
- When you roll a natural 1 or 2 with any attack roll from your Firearm, your firearm misfires and gains the broken condition after the attack is resolved, and you lose 1 grit. A broken firearm has -4 to attack rolls and damage, and if it misfires while broken, it explodes. The firearm is then destroyed (but see below), and resolve an area 1 attack targeting yourself as the origin square, applying the Powerful Burst feat (but no other Slayer feats)
- For avoidance of doubt, if during an action you misfire and have more shots, you can cancel the remaining shots to avoid the risk of misfiring again and explosion / destroying the firearm.
- If your firearm has the broken condition due to misfire, you may either
A) spend a Standard Action to remove the broken condition
B) spend a Move Action and 1 Grit to remove the broken condition. You may use 1 Gear Supply point to substitute 1 Grit when repairing.
=====
NOTES
- A firearm is very unique and no replacement can be easily found.
- You can buy magic items (weapons) as modules to use with your firearms. You can swap modules outside of combat, but only one module per firearm.
- If you have a magic item module on your firearm when it explodes, the magic keeps the weapon from completely being consumed, and it is only considered mostly destroyed. During downtime (ie in a safe environment/not in a dungeon etc), you may spend 1 WP and gold equivalent to a magic item of two levels less than your level to repair such a mostly destroyed firearm. This firearm returns to play with the broken condition.
- If somehow the firearm is actually destroyed via misfire while not magically enhanced, you have to get a new firearm. The gold cost is twice the cost of the repair (minimum 2000 gp), and also costs 4 WP, but it does not start the next scenario broken. If you do not have enough WP, you have to wait until you have enough.
- You may pay the above hefty cost if you wish to get 1 spare firearm, but you may not have more than 1 spare at any time.