Warning: Pre-Alpha
This game is currently in pre-alpha, and at this time, I do not recommend running a game in it yet. Every single game mechanic and piece of lore is subject to potentially breaking changes.
Thank you for your interest in this game! You can follow its development at https://www.youtube.com/@trekiros
-Trek
Weapons List
- Fisticuffs:
- Bludgeoning Melee:
- Finesse Melee:
- Other Melee:
- Handgun:
- Rifle:
- Heavy Weapon:
- Grenade:
On a critical hit, the target is Stunned until the end of its next turn.
On hit, you can push the target 1m away from you. On a critical hit, you can instead push it 5m.
You can hammer the ground at your feet to create a shockwave. If you do, the attack gains the Area of Effect (creatures other than you within 1m) property, but its damage is reduced to 1d6! + V.
This is weapon made of whatever you could find in the wasteland. You can install up to three mods on it, instead of just one.
When you "chamber" an arrow into this bow, you can choose one special arrow type from the list below:
- Barbed head: on crit, the target starts bleeding, unless it's a robot. At the start of your next turn, it takes 1d10! damage.
- Rope Arrow: on crit, the target is restrained. The rope has 5 hit points and can be attacked.
- Explosive Arrow: the attack gains the area of effect (2m square) property.
You can choose to target an Area of Effect (3 meters square within 50m). If you do, the damage dice is reduced to 1d6!.
When you attack with this weapon, if the first damage die critically succeeds, roll a second extra d8!, but then the weapon overheats and must be reloaded before it can be fired again.
If you attack a creature you are aiming at, and the creature is at least 10 meters away from you, you gain an additional advantage on attacks against it.
Tip:
Against most creatures except robots, a called shot targeting the creature's head will grant an extra critical success - since the sniper rifle's damage is 1d12, that means adding a whopping 12 damage to the attack if you're using a sniper rifle!
You can spend 4 AP to focus on charging up this rifle's capacitors, up to 3 times. For each charge, the next attack you make with this weapon before the end of your next turn deals an additional 1d6! damage (up to a maximum of 4d6). If you lose focus before firing, the charges are lost.
On crit, the target starts burning: while burning, it loses 1 hit point at the start of each of its turns. It or an ally within 1m of it can spend 10 AP (2 actions) to end the effect.
Additionally, the area starts burning for 1 minute. Each time a creature enters the area or ends its turn in the burning area, repeat the attack against it.
Creates heavy fog in the area for 1 minute (heavy fog prevents vision past a 1 meter radius around you).