101st MC(A): Difference between revisions
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== A Warning == | == A Warning == | ||
The 101st is an experimental Attunement. It'll be adjusted as needed and closely watched for power problems or playability problems. The victims I have lined up for it already understand that I feel neither shame nor regret in adding/revising/deleting things as the whim strikes me. If it proves out the concept I hope it does, we'll release some other things that work on similar mechanics. | The 101st is an experimental Attunement. It'll be adjusted as needed and closely watched for power problems or playability problems. The victims I have lined up for it already understand that I feel neither shame nor regret in adding/revising/deleting things as the whim strikes me. If it proves out the concept I hope it does, we'll release some other things that work on similar mechanics. | ||
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== Dailies == | == Dailies == | ||
<blockquote>''Conservation'': Conservation provides you with two options when (not if) you outright fail to connect your bullet with your target. You can elect to re-take the shot without paying the Joule cost, or you can elect to unspend the Joules used to deliver the failed attack. Conservation does not save your Joules if your bullet hit but then drew a defense; it only saves you from the consequences of your own marksmanship.</blockquote><blockquote>''Consume'': Consume allows a gunmage to run Runes through a Prism - this allows your gunmage to deliver any Rune they could normally use with a bullet, at the cost of a joule. It does not provide for the skill involved in using Runes in the first place, though.</blockquote><blockquote>''Forced Return'': A step further down the Conservation road, Forced Return steals back Joules that were taken by defenses. Forced Return refunds the mana cost of a gunmage spell that hit its target but did not, for whatever reason, take effect - Resist, Dodge, Immunity, whatever - after five minutes or one encounter. </blockquote><blockquote>''Truesight'': [[Effects#True Sight|True Sight]] passively counters effects that aim to violate line of sight. When used, it stays active for one hour or module. This effect allows the character to see things as they truly are. This effect sees through Invisibility, Disguise, and Illusions, and other magical effects at plot discretion. Truesight can also be invoked reflexively, allowing normal defenses to be used against surprise attacks, after which it runs its normal duration.</blockquote> | <blockquote>''Conservation'': Conservation provides you with two options when (not if) you outright fail to connect your bullet with your target. You can elect to re-take the shot without paying the Joule cost, or you can elect to unspend the Joules used to deliver the failed attack. Conservation does not save your Joules if your bullet hit but then drew a defense; it only saves you from the consequences of your own marksmanship.</blockquote><blockquote>''Consume'': Consume allows a gunmage to run Runes through a Prism - this allows your gunmage to deliver any Rune they could normally use with a bullet, at the cost of a joule. It does not provide for the skill involved in using Runes in the first place, though.</blockquote><blockquote>''Forced Return'': A step further down the Conservation road, Forced Return steals back Joules that were taken by defenses. Forced Return refunds the mana cost of a gunmage spell that hit its target but did not, for whatever reason, take effect - Resist, Dodge, Immunity, whatever - after five minutes or one encounter. </blockquote><blockquote>''Truesight'': [[Effects#True Sight|True Sight]] passively counters effects that aim to violate line of sight. When used, it stays active for one hour or module. This effect allows the character to see things as they truly are. This effect sees through Invisibility, Disguise, and Illusions, and other magical effects at plot discretion. Truesight can also be invoked reflexively, allowing normal defenses to be used against surprise attacks, after which it runs its normal duration.</blockquote> | ||
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