Valli's Gear

Combine Rifle

This advanced version of the basic shooter, the combine weapon operates nearly identically, save for a single noteworthy improvement. Someone trained in the dark can alter the energy of the weapon to focus her unique set of skills.

Stats

  • +8 to hit
  • 1d8 force (default) 1d8+4
  • Intended Target (if advantage and within 20 feet) 2d8+4
  • Most Dangerous Prey (if advantage or in cover or surprised enemy) 1d10+4
  • If both Intended Target abd Most Dangerous Prey 2d10+4
  • Range. 150/500
  • Properties. Reload (15-vessel)
  • Critical hit range 19-20
  • Two-handed small arm

Alter

As a bonus action, you can alter the damage type of this weapon to match that of any spell you can cast.

Infuse

Instead of utilizing the base damage type and attack, you can pull dark from the weapon’s vessel to cast any spell you have in your river that requires a ranged spell attack. The original spell’s range (regardless if it has one) changes to the weapon’s. The energy must be able to take all of its dark from the weapon—it cannot be combined with your own. Despite the weapon casting a spell you possess, the dark within the weapon need not be your own.

Spell Conduit

Any spell you cast requiring a ranged spell attack can be fired from this weapon; the spell takes on the weapon’s range, and weapon assumes all vocal and somatic requirements.

Kind of Magic (6th level)

This weapon gains the Armor Piercing property.

Armor Piercing

This weapon ignores a target's resistance to the weapon's damage type (e.g. a piercing weapon ignores resistance to piercing). If the target has fantasy damage resistances, the weapon also counts as magical, silver, and adamantine. If an opponent has immunity to the weapon’s damage type and the weapon has the AP property, the opponent has only resistance to that weapon instead of immunity. Certain weapons unlock the AP property at indicated character levels while others gain them immediately.

Dagger

Stats

  • +8 to hit
  • (range 20/60)
  • 1d4 (piercing) 1d4
  • Intended Target (if advantage and within 20 feet) 1d4+8
  • Most Dangerous Prey (if advantage or in cover or surprised enemy 1d6+8
  • If both Intended Target abd Most Dangerous Prey 1d6+8
  • Critical hit range 19-20

Finesse

When making an attack with a finesse weapon, you use your choice of your Strength or Dexterity modifier for the attack and damage rolls. You must use the same modifier for both rolls.

Light

light weapon is small and easy to handle, making it ideal for use when fighting with two weapons.

Thrown 

If a weapon has the thrown property, you can throw the weapon to make a ranged attack. If the weapon is a melee weapon, you use the same ability modifier for that attack roll and damage roll that you would use for a melee attack with the weapon. 

Synthetic Weave

The predecessor to advanced aromatic polyamides, this full-body set includes thicker pads for impact damage reduction from slashing. It is, however, vulnerable to piercing attacks. Nevertheless, it is a popular basic outfit and a comfortable choice for many in the field. Unlike most armor, synthetic weave can fit easily and covertly under normal clothes (and can even be designed to look more like clothing than armor). 
  • This is an uncommon.
  • Resistance (Mk2). Slashing from nonmagical weapons.

Ultramax

Armor no longer adds a bonus to AC; instead, it offers a damage resistance known as Hardness. A hardness value is a number that is removed from the damage value of every attack that hits. Unless otherwise stated, this value is fixed; however, certain types of armor can be “immune,” “strong,” “weak,” or “useless” against certain types of attacks (with the listed value being “normal”). A weapon with Armor Piercing reduces the armor’s effectiveness: Immune to Strong to Normal to Weak to Useless.
  • Normal. Normal is the listed Hardness rating against any hits.
  • Strong. The armor’s hardness rating is doubled against hits from listed damage types under strong. 
  • Weak. The armor’s hardness rating is halved against hits from listed damage types under weak.
  • Useless. The Hardness values does not resist any incoming damage to this type of attack. 
  • Immune. Attacks of this type cannot harm someone wearing this armor.
  • Note: All armor, unless stated otherwise, is useless against the following damage types—necrotic, poison, and psychic.

Stats

  • Hard 2
  • Strong against slashing
  • weak against bludgeoning and lighting
  • head exposed

Armor Reducation

If armor suffers a hit and is penetrated (damage goes through), its hardness value is reduced by 1. If a critical hit with penetration, hardness is reduced by 2. Thankfully, this can be repaired with an Intelligence (Engineering) check and recovered in the same way as one would repair hit points.

Implant Vessel

This internal implantation provides a bonus to Vigor, and by extension, vessel, VR, and river values as well. It does not change your asset value. You or your armor can possess one implant (if wearing armor with the same implant as you, values do not stack). Each level of vessel improves this bonus, though you cannot increase your Vigor ability score above 22 using an implant.
  • Applications. Cybernetic or module. 
  • Implant Vessel. Mark 1: +1; Mark 2: +2; Mark 3: +3; Mark 4: +4

Vigor Injection

Some have gotten addicted to these boosters. An injection grants a temporary increase to one’s Vigor score, and by extension, vessel, VR, and river values as well. Unlike implants, injections can increase your score over 20. There are side-effects, however.
  • Side Effects. Upon injection, you suffer damage equal to your new Vigor score -15.
  • Vigor Bonus. Stock: Superior: +6 
This effect lasts five minutes. If you do not repeat the injection before the effect expires, your Vigor score drops to 8 (and by extension, vessel, VR, and river values) until you finish a long rest.
  • Vigor score with injection = 18 (+4)
  • Vessel 19 Vessel Regeneration 5 River 4 (Drain Touch, Death Curse) He wouldn't be able to add anything to his River.
  • He would take 3 damage when using this

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