Gunsmithing

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Overview

Gunsmithing governs a character's ability to craft, fix, and improve firearms, and allows them to craft explosives and other grenade-type weapons.


Firearms

Gunsmithing is the skill used to construct and level firearms. The following weapons require the use of Gunsmithing: Handguns, Shotguns, Rifles, Automatic Weapons, Explosives/Rockets, Heavy Machine Guns, Cannons/Bombardment, Energy Blades, and Energy Blasters.


Chance of Success

To determine success, roll a 1d100 and add your Gunsmithing skill plus any modifiers. Compare this against the target number for what you're attempting to do. If you meet or exceed the target number, then you succeed. Here is a list of target numbers:

Create a one-handed firearm: 110
Create a two-handed firearm: 115
Improve a firearm: 80
Firearm breakdown: 60


Reagent Cost

Firearm Creation

One-handed Firearm lvl 1-10: Screw x3, Alumunum x2, Plastic
One-handed Firearm lvl 11-20: Screw x3, Tungsten x2, Plastic
One-handed Firearm lvl 21-30: Screw x3, Titanium x2, Plastic
Two-handed Firearm lvl 1-10: Screw x4, Aluminum x3, Plastic
Two-handed Firearm lvl 11-20: Screw x4, Tungsten x3, Plastic
Two-handed Firearm lvl 21-30: Screw x4, Titanium x3, Plastic

Upgrading Firearms

Weapon lvl 1-10: Screw, Aluminum
Weapon lvl 11-20: Screw x2, Tungsten
Weapon lvl 21-30: Screw x3, Titanium


Breakdown

Weapon (1-10): Screw, Aluminum, Plastic
Weapon (11-20): Screw, Tungsten, Plastic
Weapon (21-30): Screw, Titanium, Plastic

(Breakdown used to involve a somewhat convoluted process of giving you a crappy base yield of a lot of screws, plus separate yields of even more screws for individual levels. The result was a fuckton of screws and absolutely nothing useful for a lot of counting. It was simplified to just give you a smaller yield of whatever would have been used to construct it. Also, less screws.)


Rebuilding Equipment

Gunsmithing can also completely change a firearm to a different type of firearm through a rebuilding process. If changing between craft types, such as between a gun and a sword, they must work with an Enchanter or Blacksmith, whichever applies to the other weapon type.

For full information, see the article on Rebuilding Equipment.


Explosives/Grenades

You can create grenades and explosives, consumable items that can be thrown to do damage or effects.

  • With the exception of ones that must be deployed rather than thrown, grenades and explosives can be thrown with a range of a Ranged(2-3) attack for a Quick Action and 15 STM.
    • After being thrown, they also affect the area around the target with a range of Splash(2), unless otherwise noted.
      • The Splash range is treated the same as a Ranged attack of the same distance. What's unique about the Splash type is that everyone adjacent to the targeted space takes half of the final damage. Splash damage is not affected by ATK/DEF or other damage modifiers and cannot be reacted to. However, the person targeted by the original technique can still react to it. Therefore, it's very possible to throw a grenade at someone that dodges it while everyone around him takes damage.
  • They all cost 15 Stamina and 1 action to use.
  • They have a Level of Mastery, like Techniques, and the maximum level of your techniques applies to Explosives.
  • Mines have a range of Wave (1-2), but only have Splash damage if they specifically say so.
    • You can collect undetonated bombs/mines at the end of battle.


To create explosives/grenades, you must get at least a 110 with a dice roll + your GUN.


Fragmentation Grenade: Pull the pin, toss it, bang.

Effect: Deals 60 damage per level of mastery.

Reagents: Aluminum x2, Wires x1


Incendiary Grenade: On impact, it erupts into a burst of flames and combustible fumes.

Effect: Deals 45 damage per level of mastery and sets the space it hits as well as all adjacent spaces on fire. At the start of every round for three rounds, everyone on a burning space takes 35 damage PLM.
 Acts as if it has the Fire Technique tag (If used on an ice space, this technique turns that space into a water space. Additionally, each adjacent ice space has a 25% chance of being transformed into a water space.)

Reagents: Aluminum x 2, Wires x 1, Gunpowder x 1


Smoke Grenade: On impact, it releases a thick cloud of smoke.

Effect: The entire map/battlefield becomes enshrouded in smoke for two rounds. Anyone standing within the smoke is considered to be fighting in darkness. Additionally, while the smoke is active, anyone can enter Stealth, but will still be seen by people who can see in darkness.


Reagents: Aluminum x2, Gunpowder x2


Flashbang: After detonating, it releases a deafening sound and a blinding flash of light to disable those affected.

Effect: Anyone within the affected radius has a 7% chance per level of mastery of losing the first action from the start of their next turn. Whether or not they lose an action, they have a 10% chance per level of mastery of being under *Confuse for 1d3+1 actions.

Reagents: Aluminum x2, Gunpowder x1, Power Cell L1 x 1


Plasma Grenade: This grenade sticks to whatever it first touches after being thrown.

Effect: This grenade cannot be dodged, and sticks to the target on impact, moving along with them. One round after being thrown, this grenade detonates, dealing 50 damage per level of mastery.
Reagents: Aluminum x2, Gunpowder x1 (PLM), Rubber x 1


Proximity Mine: After being deployed, this mine/bomb reacts to changes in motion and detonates when someone gets near.

Effect: Must be deployed rather than thrown. A proximity mine can be placed on any non-occupied space within a 1-space radius. After being placed, it detonates and deals 85 damage per level of mastery to the person that set it off. This has a range of Wave (1-2), but does not do splash damage. Using Stealth, this can also be hidden, performed against the Awareness of your opponents in battle. The person who sets this cannot set it off.
Reagents: Tungsten x1, Gunpowder x1, Wires x1


Remote Detonation Mine: After being deployed, this mine waits for a detonation signal to go off. 

Effect: Must be deployed rather than thrown. A remote detonation mine can be placed on any non-occupied space within a 1-space radius. After being placed, it goes inactive and can be detonated at any time at a cost of 15 Stamina. This deals 75 damage per level of mastery. This has a range of Wave (1-2), but does not do splash damage. Using Stealth, this can also be hidden, performed against the AWA of your opponents in battle.


Reagents: Tungsten x1, Wires x2


Gas Bomb: Releases a cloud of poisonous gas that lingers for 10 actions on the splash radius. It's poisonous to inhale, like poisonous gas tends to be.
Damage: 45 per level of mastery (Only on detonation)
Effect: 35% chance of *Poison to anyone who walks into the cloud.
Reagents: Aluminum x2, Gunpowder x1, Wires x1, Belladonna x1


Liquid Nitrogen Grenade: Expels a burst of liquid nitrogen, freezing everything in the splash radius.

Effect: Everyone in the splash radius takes 10 more damage per level of mastery from physical attacks for 1d3 turns, or until they are hit with a technique with the fire element or an Incendiary Grenade. Also freezes any water in the radius, as if it were a technique with the Ice element.
Reagents: Aluminum x2, Gunpowder x1, Wires x1, Liquid Nitrogen (Chemical Weapon) x1


Electric Mine: Lets out an electric discharge when tripped.
Effect: Deals 60 (75 to mechanized races) damage per level of mastery to everyone within the splash radius. 7% of *Delay per level of mastery to all affected. This has a range of Wave (1-2), and has a splash radius. If there is a body of water within range of this device, all characters in the water take damage like they were hit with the splash. Can be hidden with stealth, performed against your opponents in the battle. This is considered to have the Electricity tag.
Reagents: Aluminum x2, Wires x2, Plastic x1


Spread Mine: When tripped, several smaller explosives shoot out of the main "pod" and deal damage to nearby targets.
Effect: Deals 60 damage per level of mastery; anyone outside the regular range of Splash (2), up to two spaces away, takes 45 damage per level of mastery. This has a range of Wave (1-2), and has a splash radius. Can be hidden with stealth, performed against your opponents in the battle.
Reagents: Aluminum x2, Wires x1, Screw x1


Impact Grenade: Explodes with enough force to rend the ground beneath it, changing the landscape.
Effect: Deals 50 damage per level of mastery; All terrain within the splash radius turn into depressed (-1) spaces. If this explodes next to a body of water, those spaces also become flooded, and are treated as water spaces.
Reagents: Aluminum x2, Wires x1, Gas x1


Homing Bomb: This miniature bomb homes in on any target in the area, no matter their distance. However, explosive power is sacrificed for mobility.
Effect: Can target any space on the field, regardless of range. Deals 20 damage per level of mastery.
Reagents: Aluminum x2, Wires x1, Silicon x1


Blood Grenade: This non-harmful grenade is designed cover targets in blood and shock them into thinking they've been badly injured, making them more susceptible to actual harm.
Effect: The next damaging technique targetted to any affected individuals will have its status ailment chances increased. Tier 1 chances are boosted by 25%, Tier 2 by 20%, and Tier 3 by 15%. This does not affect heals and status augments.
Reagents: Aluminum x2, Wires x1, Dragon Blood x1 (CHM Reagent)


Glue Grenade: Instead of exploding into fire and shrapnel, this grenade instead lets loose a restricting substance that reduces the mobility of those caught within the blast.
Effect: Anyone hit with this grenade loses 2 movement in their next turn. Additionally, all spaces affected by this grenade's AoE take 1 more movement to pass through for the remainder of this battle, effectively acting as ice spaces.
Reagents: Aluminum x 2, Wires x 1, Rubber x 2


Overkill Grenade: This grenade explodes with a much larger radius than that of most grenades, and with a good bit of power, but because of this it's almost guaranteed that the person using it will get caught in its splash radius. Use with caution.
Effect: Deals 50 damage PLM, Explodes with a splash radius of (4), and hits the areas within a Blast (1) area at the center at full force, rather than reduced splash damage. If you're caught in the splash radius (You will be), you still take splash damage.
Reagents: Tungsten x 2, Wires x 1, Gunpowder x 3


Drop Shield: Not an actual explosive, but considered one because why not. This device creates a reflective shield when activated, still allowing movement in and out, but reducing damage from outside sources.
Effect: Can be thrown like a normal grenade or placed on an adjacent space. When activated, it creates a shield of Blast(2) radius which reduces damage from the outside aiming inward by 20 PLM. The shield does not affect attacks going from the inside out. This shield lasts for one full round before fizzling out.
Reagents: Aluminum x2, Wires x2, Power Cell L1 x1


Knockback Grenade: A grenade designed more to provide concussive force than deal actual damage, sending things flying.
Effect: Deals 40 damage PLM and deals one space of Knockback to all affected targets. (Including those in the splash radius)
Reagents: Aluminum x2, Wires x1, Jade x2 (ENC Reagent for Wind Energy)


Flare: A plastic stick which, when lit, provides a dim source of light for illuminating the surrounding area.
Effect: The targeted space as well as all adjacent spaces are lit by a dim light, removing Fighting in Darkness penalties inside its area of effect for two rounds. Everyone inside the area of effect gets one free dodge re-roll during the duration of the flare's effect due to better sight and the flare potenially distracting their opponent.
Reagents: Plastic x2, Aluminum x1, Ruby x2 (ENC Reagent for Fire Energy)


The Gunsmithing Plus

The + in Gunsmithing effectively raises your Gunsmithing rolls by 25, and grants you the ability to refit Rare firearms. This allows you to roll its effects over again, replacing its current effects with the new randomly generated effects. Specifications are below:

  • Firearm Refit: Gunpowder x1, Kevlar x3, Titanium x3


Skills
Physical: AthleticsStealthStrength
Mental: AwarenessHarvestingPerceptionWillpower
Social: CharismaDeceitSpeechcraft
Craft: BlacksmithingChemistryEnchantmentEngineeringGunsmithing
Special: Angelic RunesInfernal Runes