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== Optional Weapon Qualities V1 == * Entities now have 2 Prevent Harm saving rolls against damage: 1 roll to dodge (Agility) and 1 roll to tank it off (Robustness). You roll to dodge first, and to tank off second. If both fail, you're getting strike. That'll be important later. * Rapid-Fire: weapon shoots multiple times per attack (e.g. most automatic weapons; some tight-beam weapons, and liquid/gas sprayers may also qualify). If weapon has variable fire rate, use the highest speed setting. When you do attack action, you do number of actual attack equal to Rapid-Fire rating. You can distribute those shots between multiple targets. You have 3 methods for determining Rapid-Fire: ** Bigger: "How many times it's more quick than a basic melee weapon, or single-shot breech-loading rifle?". You take weapon's listed Rate of Fire of Rounds Per Minute (on Wikipedia, for example), and divide it by 60. You round it up - that is weapon's Rapid-Fire number. For example, MG-42 will have Rapid-Fire 25. ** Medium: "How many times it's more quick than bolt-action rifle?". You take weapon's listed Rate of Fire of Rounds Per Minute (on Wikipedia, for example), and divide it by 60. You them divide it by 2 - and then, round it up - that is weapon's Rapid-Fire number. For example, MG-42 will have Rapid-Fire 13. ** Smaller: "How many times it's more quick than semi-automatic pistol?". You take weapon's listed Rate of Fire of Rounds Per Minute (on Wikipedia, for example), and divide it by 60. You them divide it by 3 - and then, round it up - that is weapon's Rapid-Fire number. For example, MG-42 will have Rapid-Fire 9. * Gruesome Damage: weapon's shot deals multiple rolls when hit (e.g. explosives, high-caliber weapons; Prevent Harm-Robustness is used for each roll independently β but successfully dodging it before it hits you negates all rolls). In other words, if you dodge, you're fine - if you fail to dodge, you roll to tank off amount of rolls equal to Gruesome Damage rating, each of those rolls essentially treated like an incoming attack for that purpose. * Devastating Wounds: weapon's shots have re-rolls to damage. If enemy succeeds on his Prevent Harm check (both Agility and Robustness based), you can re-roll, so he would roll again and possibly fail. That goes on until either attack hit and enemy gets strike - or you run out of rerolls for that shot. Amount of re-rolls equals to Devastating Wounds rating. * Deadly Accuracy: weapon's shots have re-rolls to hit. If weapon's user fails on his to-hit roll, he can re-roll again to try and hit the target. That goes on until either attack hit and you hit the enemy (and now he must dodge and tank) - or you run out of rerolls for that shot. Amount of re-rolls equals to Deadly Accuracy rating. * Area of Effect β damages everyone in range; comes in 2 types β Absolute (everyone is damaged in equal amount), and Ballistic (biggest damage in the center of explosion, and amount of damage gradually becomes smaller the farther it is). Area of Effect may have shape of a flattened sphere (e.g. explosives) or cone (e.g. liquid and gas sprayers, like liquid flamethrower), though other shapes are possible. ''Work in progress for Advanced types like Ballistic''. * Auto-hit: weapon hits automatically and can't be dodged; it can be partial (like explosives; you get hit with full damage on hit, and less damage on miss) and full (full damage no matter what). ''Work in progress for Partial Auto-hit''. * Unblockable: weapon can't be blocked or tanked off; same as Auto-hit, in partial and full variants, except for Robustness instead of Agility. Think lightsaber, or mini-nuke/antimatter ATGM missile. For medieval campaign, a two-handed maul or catapult shot may have that property. ''Work in progress for Partial Unblockable''. * Shotshell: weapon shoots multiple projectiles per shot (e.g. shotgun loaded with buckshot or flechettes). When you do attack action, you do number of actual attacks equal to Shotshell rating. You can't distribute those shots between multiple targets; if weapon also has Rapid-Fire, you can only distribute shots between targets, but not parts of shots (e.g. if you have Rapid-Fire 3 and Shotshell 5, you can send 2*5 shots to one guy and 1*5 to other - but you can't send 7 pellets to one and 8 pellets to other). * Hard To Dodge/Armor-Piercing: less radical versions of Auto-hit and Unblockable. Enemy gets debuff equal to Hard To Dodge/Armor-Piercing weapon rating on his Prevent Harm of Agility/Robustness, respectively. * Clip: How many shots a weapon can make before reloading. * Reload Time: How many actions it takes to reload a weapon. By default, reloading is a single action.
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