Guidelines for your time at Beacon Academy
Feb 12, 2020 1:01:16 GMT -8
Post by Daiwa Scarlet on Feb 12, 2020 1:01:16 GMT -8
Welcome to Beacon Academy, the place where the aspiring Huntsmen and Huntresses of the Kingdom of Vale learn their trade. Aside from the usual etiquette that one should follow as a member of society, this guide will explain how one defeats the creatures of Grimm. These pages will cover the general knowledge one should know within the first two sections, and move on to combat techniques in the latter.
Levels and Stats
Students start at level zero. Every level gives the student increased stats, one skill point, and one activity. The activities can be saved for whenever the player feels like using them. Levels can generally be gained through weekly events, combat, quests, and finding hidden areas. Combat and quests will require more with every level, but resets to one after the weekly event.
Base health and energy is 10, while base carry capacity is 5. A level up will increase health by 2 and energy by 5.
Skill points can be put toward either physical or mental. A point in physical increases health by 2 and carry capacity by 1, while a point in mental increases energy by 5 and carry capacity by 0.5.
10 + 2 health per level and physical point
10 + 5 energy per level and mental point
5 + 1(physical) + 0.5(mental) carry capacity
Activities
An activity can be used for things like creating and upgrading abilities and items. Facilities will be required for most item related activities, but one can simply find a nice spot to train abilities. There will generally be no randomness to upgrades, although there may be a material requirement, equipment becomes heavier, and abilities take longer to charge.
Activities can be used to develop a new level 1 ability, train existing abilities up to two levels (can place the two levels on different abilities), or develop passive abilities at level 0. It is possible to gain affinity with new elements if one finds an appropriate facility or teacher.
Actions
Students have one action a turn, which is split into a major and minor action. Minor actions can be used to support the major action (like a short dash [minor] to close the distance for a slash [major] or a grab [minor] followed by a throw [major]). A major action can be split into two minor actions. Students gain additional actions at levels 5 (minor), 10 (major), 15 (full action), 25, 35, etc. Actions can be used to charge abilities, with major actions counting for two levels and minor actions counting for one. In order the use an ability, it must be charged an amount equal to their level (ex. a level 3 will take a major action [2 levels] and a minor action [1 level] to cast). Defensive abilities, blocks, and dodges can be used reactively if the student has the actions to do so.
Most abilities will take a major action to cast. Buffs and healing abilities cast on the self or an ally within touching distance will take a minor action to use. If a major action was used to finish charging an ability, it can be cast immediately without additional actions.
Dust
Ability Crafting
Abilities will generally be themed around the character. A level 1 ability creates the element which will be the basis for the ability (ex. shard of glass). Every level after that will allow the user to give the ability an additional command (ex. shatter on impact). It is possible to introduce restrictions to an ability in order to increase its power. Abilities increase in power and energy cost along with their level. The energy required increases with the Fibonacci sequence (1, 2, 3, 5, 8, 13, 21, 34, 55, 89, 144, 233). Passive abilities will drain a lesser amount of energy every turn and stop functioning when the user cannot supply the energy.
Close contact or abilities that affect the self are generally more powerful than ranged abilities. Abilities that last multiple turns or hit multiple times will be weaker than those that hit once, unless the user feels like supplying it with its energy cost with every turn or attack. If abilities have the same elemental base, it is possible to transfer levels to the other while casting. It is possible to transfer the levels to multi-elemental abilities, as long as the second ability is of higher level (lvl 4 stone skin [earth] swap to lvl 5 lava pool [earth and fire]). Expected end game abilities are around level 8.
Example Abilities
Fireball lvl 3- flaming sphere, explode on impact, burn target for three turns
Wings (buff) lvl 2- wind in the form of wings, allow vertical movement for two turns
Basic aura abilities everyone starts with
Aura Guard (passive)- lvl 0-6 - Aura guard passively mitigates damage taken with energy. At lvl 0, one loses 5 energy for every 1 damage taken. Increasing its level will reduce the amount of energy required for mitigation by 1, until it mitigates at a 1 to 1 ratio at level 4. This continues to level 6, where it mitigates at a 1 to 3 ratio. It can be activated with a minor action, draining energy every turn and healing by that amount (1/1/2/3/5/8/13). This healing also goes toward curing status ailments from the oldest to the latest. The parts of this ability can be activated and deactivated with minor actions.
Aura Scan (passive)- lvl 0-4 - Aura scan allows the caster to recognize traces of aura use and alerts them when aura is being used nearby. In its basic form, aura scan allows the user to identify auras and abilities similar to their own. Increasing its level will expand the range of what can be identified and show the user traits of aura already identified. A level 1 scan shows the level of a target, level 2 scans shows their statistics, level 3 reveals their affinities, and lvl 4 reveals the name of their semblance and identifies effects associated when they are detected. This ability can be activated or deactivated with a minor action.
Equipment Crafting and Enchanting
Action Priority and Sneak Attacks
If the enemies are not aware of one's presence, is possible to sneak attack and gain a free turn a the start of battle.
Defense
Movement and Dodging
Base movement speed is 10 m per major action and 5 m per minor. Players get a free minor action worth of movement every turn. Activities can be used to increase movement speed by 5 for majors and 2.5 for minors. Unused inventory capacity increases movement speed (every 2.5 capacity increases movement speed by 25%). Being over one's weight limit slows them down proportionally to their capacity, applying a debuff to any form of movement they may be involved in. At double their capacity, they will no longer be able to move. This does not allow any specific piece of equipment to be heavier than they can carry.
One can dodge in response to an attack, using multiple actions if they believe it necessary to get out of range. Dodges allow one to move a distance equal to their movement speed (rounded nearest 5), and successfully getting out of range negates attack damage. If one wishes, they can dodge non-area of effect attacks without moving as long as they have the movement speed to do so successfully. Abilities will still deal half damage when dodged. Failing to dodge attacks with a major action also results in half damage. Non-humanoid enemies will be able to chase targets for a distance equivalent to their speed (this is considered their attack range), although that distance is split among every target they attack that turn.
Status Resistance
Mind Control- Break down the target's mind and take control of them. Every stack controls them for a full action.
Taunt- Those affected by taunt will only be able to target the ones who taunted them.
Charm- The target will not be able to harm those they now view as allies.
Fear- The target will be unable to move closer to or harm the one who inflicted this.
Stench- Those around can only move away. If they stay, they will be poisoned. If they hold their breath, suffocation.
Petrify- Turn the target into stone. They take half damage from attacks while stone.
Slow/Freeze- Slow the target, so their movements cover less distance. An effect strong enough will freeze them in place.
Brain Freeze- The target feels a sharp pain in their head when they try to move.
Drowsy/Sleep- When one is drowsy, their blocks and dodges will be less effective. A strong effect will cause the target to fall asleep, but taking damage will wake them.
Poison- Disorient the target, every attempt at charging abilities will require a minor action of focus. Deal health damage to the target every turn.
Confusion/Drunk/Drugged- The target will be disoriented and require an additional minor action to cast abilities. They will attack as if they were blind unless they use a minor action to try and focus.
Bleed- While bleeding, the target takes health damage every time they attack or block.
Burn- Lower the target's physical resistance by a percentage and deal damage every turn.
Acid/Corrosive- This effect deals double damage to armor, but halved damage to health.
Blind- The target will attack randomly with a chance to miss.
Madness- The target starts attacking the one nearest to them.
Triggered- The target attacks everyone within range, starting with the one nearest. They deal a quarter of the damage to themselves. A major action can be spent to calm down.
Grapple/Bind/Pin- The target will be unable to move until they use a major action to free themselves. They may also take damage every turn depending on the source. A strong enough grapple will immobilize like a freeze.
Slippery/Unstable- The target will need to use a minor action to move carefully or they will fall over.
Knockdown- The target will need to use a minor action to get back up. While down, they will not be able to dodge attacks. A strong knockdown will cause them to be winded and unable to get up.
Throw/Knock Back- Send the target in a direction of choice.
Suffocation- The target will take health damage if they use major actions while suffocating.
Silence- The target will be unable to use abilities for a duration. The abilities may still be charged.
Sealed- Lower the power of the target's abilities while sealed.
Ammunition & Reloading
Most projectile weapons require reloading after firing. Reloading a single unit of ammunition takes a minor action, while reloading fully takes a major action.
Burst Damage
Rapid fire or multi shot weapons can release up to 1 weight or 3 projectiles, whichever is lower, worth of ammunition with a major action. Every shot deals half damage, although Dust ammunition effects function as normal.
Scope
Using a minor action to line up a shot will double the range, but halve priority.
Heavy Strike
Two handed or heavy weaponry can deal heavy attacks for 50% more damage at the cost of a minor action.
Dual Wielding
Slashing, Piercing, and Crushing Damage
Weapons can deal one of the three damage types with every attack, if there are multiple on the weapon. Piercing attacks will ignore a third of the target's damage resistance. Blunt attacks will lower damage resistance by a flat 25% and deal extra damage if it goes into the negatives. If actively blocking or using defensive abilities, the target can mitigate half the damage.
With a slash, one can inflict a status effect on a target with a power equal to 25% of the weapon's damage. If the weapon does not have a status effect, then this will inflict bleed (25% power bleed that inflicts 10% weapon damage and lasts for 3 turns).
Area of Effect
Explosive projectiles and abilities that cover an area will have halved power. The default explosion radius will be 5 m with triple their weight or ability level. Dust bullets and abilities can divert their energy toward expanding the explosion range.
Weapon Transformation
A minor action would usually be required to change the form of a weapon, but it is possible to transform a weapon without additional cost during any major action using the weapon.
Targeting
This game will not be following the lore of the series past season 2, but might still contain spoilers.
TLDR
In combat, attack with major actions. Support the action or protect oneself with minor actions. Abilities need to be charged with actions before they can be cast. Everyone starts with one major and one minor action.
Levels and Stats
Students start at level zero. Every level gives the student increased stats, one skill point, and one activity. The activities can be saved for whenever the player feels like using them. Levels can generally be gained through weekly events, combat, quests, and finding hidden areas. Combat and quests will require more with every level, but resets to one after the weekly event.
Base health and energy is 10, while base carry capacity is 5. A level up will increase health by 2 and energy by 5.
Skill points can be put toward either physical or mental. A point in physical increases health by 2 and carry capacity by 1, while a point in mental increases energy by 5 and carry capacity by 0.5.
10 + 2 health per level and physical point
10 + 5 energy per level and mental point
5 + 1(physical) + 0.5(mental) carry capacity
Activities
An activity can be used for things like creating and upgrading abilities and items. Facilities will be required for most item related activities, but one can simply find a nice spot to train abilities. There will generally be no randomness to upgrades, although there may be a material requirement, equipment becomes heavier, and abilities take longer to charge.
Activities can be used to develop a new level 1 ability, train existing abilities up to two levels (can place the two levels on different abilities), or develop passive abilities at level 0. It is possible to gain affinity with new elements if one finds an appropriate facility or teacher.
Actions
Students have one action a turn, which is split into a major and minor action. Minor actions can be used to support the major action (like a short dash [minor] to close the distance for a slash [major] or a grab [minor] followed by a throw [major]). A major action can be split into two minor actions. Students gain additional actions at levels 5 (minor), 10 (major), 15 (full action), 25, 35, etc. Actions can be used to charge abilities, with major actions counting for two levels and minor actions counting for one. In order the use an ability, it must be charged an amount equal to their level (ex. a level 3 will take a major action [2 levels] and a minor action [1 level] to cast). Defensive abilities, blocks, and dodges can be used reactively if the student has the actions to do so.
Most abilities will take a major action to cast. Buffs and healing abilities cast on the self or an ally within touching distance will take a minor action to use. If a major action was used to finish charging an ability, it can be cast immediately without additional actions.
Dust
Dust comes in various forms, some common ones being volatile powders, elemental cartridges, explosives, and relatively stable crystals. They serve as a catalyst for Aura, enhancing a Huntsman's abilities and equipment. Dust powders and cartridges charge an ability by 1 level while crystals and shells charge the ability by 2 (so a level 5 ability can be used with a full action [3 levels] and a Dust crystal [2 levels]). If the Dust is the same element as the ability it is charging, increase the level by 1. Dust of different elements will split the elemental base of the ability or change it to a combined element. Dust can be used alongside any major action without cost, but requires a minor action otherwise. Their effectiveness is further amplified against the Grimm (25% to 50% with powder and crystal). Elemental advantages and disadvantages will be applied if appropriate (ex. lightning deals +50% damage to targets in water). For those who wish for more permanence, Dust can be used to enchant equipment and imbue them with effects. Dust can also be used to enchant consumable items, creating more powerful effects. Higher level enchantments will require more Dust, but it is possible to add three levels to an enchantment with every activity.
Dust crystal- 0.25 (3 energy)
Dust pouch (powdered)- 0.1 (1 energy)
Dust pouch (powdered)- 0.1 (1 energy)
Dust ammunition can carry abilities, allowing them to be used at range (ex. a Light Dust arrow carries a level 3 healing ability). If there are no abilities in them, the Dust just creates an elemental explosion (power equal to half their energy).
Dust missile- 2 (13 energy)
Dust cannon- 1.5 (8 energy)
Dust shell/grenade- 1 (5 energy)
Dust cannon- 1.5 (8 energy)
Dust shell/grenade- 1 (5 energy)
Crystal arrow- 0.75 (3 energy)
Dust large cartridge- 0.5 (2 energy)
Dust cartridge- 0.25 (1 energy)
Dust cartridge- 0.25 (1 energy)
Ability Crafting
Abilities will generally be themed around the character. A level 1 ability creates the element which will be the basis for the ability (ex. shard of glass). Every level after that will allow the user to give the ability an additional command (ex. shatter on impact). It is possible to introduce restrictions to an ability in order to increase its power. Abilities increase in power and energy cost along with their level. The energy required increases with the Fibonacci sequence (1, 2, 3, 5, 8, 13, 21, 34, 55, 89, 144, 233). Passive abilities will drain a lesser amount of energy every turn and stop functioning when the user cannot supply the energy.
Close contact or abilities that affect the self are generally more powerful than ranged abilities. Abilities that last multiple turns or hit multiple times will be weaker than those that hit once, unless the user feels like supplying it with its energy cost with every turn or attack. If abilities have the same elemental base, it is possible to transfer levels to the other while casting. It is possible to transfer the levels to multi-elemental abilities, as long as the second ability is of higher level (lvl 4 stone skin [earth] swap to lvl 5 lava pool [earth and fire]). Expected end game abilities are around level 8.
Example Abilities
Fireball lvl 3- flaming sphere, explode on impact, burn target for three turns
Wings (buff) lvl 2- wind in the form of wings, allow vertical movement for two turns
Blood Sacrifice (buff) lvl 3- pool of blood, takes blood from the caster (restriction), pour the energy into a weapon
Ability Range
Abilities are cast from the user's weapon, gaining the range that the weapon normally has. This does not increase the radius for area of effect abilities.
weapon range + ability range
Abilities are cast from the user's weapon, gaining the range that the weapon normally has. This does not increase the radius for area of effect abilities.
weapon range + ability range
Basic aura abilities everyone starts with
Aura Guard (passive)- lvl 0-6 - Aura guard passively mitigates damage taken with energy. At lvl 0, one loses 5 energy for every 1 damage taken. Increasing its level will reduce the amount of energy required for mitigation by 1, until it mitigates at a 1 to 1 ratio at level 4. This continues to level 6, where it mitigates at a 1 to 3 ratio. It can be activated with a minor action, draining energy every turn and healing by that amount (1/1/2/3/5/8/13). This healing also goes toward curing status ailments from the oldest to the latest. The parts of this ability can be activated and deactivated with minor actions.
Aura Scan (passive)- lvl 0-4 - Aura scan allows the caster to recognize traces of aura use and alerts them when aura is being used nearby. In its basic form, aura scan allows the user to identify auras and abilities similar to their own. Increasing its level will expand the range of what can be identified and show the user traits of aura already identified. A level 1 scan shows the level of a target, level 2 scans shows their statistics, level 3 reveals their affinities, and lvl 4 reveals the name of their semblance and identifies effects associated when they are detected. This ability can be activated or deactivated with a minor action.
Equipment Crafting and Enchanting
Modifying equipment requires activities. Every transformation adds extra parts and thus more weight to the piece. The heaviest part will act as the base with every transformation adding 0.5 weight (weapon parts are similar) or 1 weight (different weapons). Crafting to add a transformation to the base will require equipment of that type or the right parts. It is possible to add two modifications to a piece of equipment or one modification to two pieces of equipment with every activity. This can add up to 2 weight for those who just want to upgrade. If the materials are available, then one can craft the parts and install them with one activity. General equipment statistics will raise with the weight.
Dust is required to enchant equipment, generally giving it an effect similar to a passive skill. The element of the Dust used determines what type of enchantment can be created. The enchantment effect can be a passive or an active ability, allowing one to branch into elements they have not learned. Every activity can increase the enchantment by 3 levels, although the cost of each level increases similarly to skills (1, 2, 3, 5, 8, 13, 21, 34, 55, 89, 144, etc). By default, the enchantment will give +1 power to abilities of that element alongside their chosen effect.
Consumable items can also be enchanted, and will generally have more powerful effects. The only limitation on the enchantment level will be how much dust one is willing to spend on a temporary enchantment. They will be created in batches (enchantment level/3 + 3) and give +15% power to abilities of their element alongside the enchantment effect. A consumable item can be created every week without using an activity.
Action Priority and Sneak Attacks
If the enemies are not aware of one's presence, is possible to sneak attack and gain a free turn a the start of battle.
Attack range or ability range and speed will determine priority in combat. Those who have higher priority than the average enemy priority will get a free turn at the start of battle. Against bosses with a priority above the average, their own priority will become the determining factor. One can gain either a sneak attack or a priority attack at the start of the fight. Following the free turn, enemies will move as a group at the start of every round.
attack/ability range + movement speed = priorityDeath and Revival
One goes unconscious at 0 health and dies at a negative equal to their health. Those that have gone unconscious can be revived with healing abilities of at least level 4 or items that recover a quarter of their health. If one is brought from a conscious state to one where they are weak enough to die, they will have one turn of unconsciousness in a near death state. If one has died, there are three turns during which they can be revived with healing abilities of at least level 6 or items that recover half their health. Effects that interfere with revival will make it so that the unconscious need to recover at least half their health and those who have died need to recover all their health.
One goes unconscious at 0 health and dies at a negative equal to their health. Those that have gone unconscious can be revived with healing abilities of at least level 4 or items that recover a quarter of their health. If one is brought from a conscious state to one where they are weak enough to die, they will have one turn of unconsciousness in a near death state. If one has died, there are three turns during which they can be revived with healing abilities of at least level 6 or items that recover half their health. Effects that interfere with revival will make it so that the unconscious need to recover at least half their health and those who have died need to recover all their health.
Defense
Armor passively mitigates a percentage of damage with its durability (20% for 1 weight, up to 100%). This means that a 10 damage attack will deal 2 durability damage and 8 health damage to a target with 1 weight armor. Increasing passive resistance past 100% through other methods will completely nullify part of the damage taken (up to 150%, which nullifies half incoming damage).
Shields can fully mitigate damage until durability runs out. A major action allows the shield to block any attacks until the shield breaks, while a minor action blocks one attack. Blocking mitigates up to 50% damage after broken (10% per 1 weight), but major actions only block two attacks now. Similarly to shields, weapons mitigate a percentage of damage depending on their weight (5% per 1 weight, up to 50%). Equipment has halved statistics after broken, but enchantments retain their full effect.
Elemental equipment neutralizes damage of their element (5% resistance with energy and immunity at level 10) and prevents status effects of that element as well.
Movement and Dodging
Base movement speed is 10 m per major action and 5 m per minor. Players get a free minor action worth of movement every turn. Activities can be used to increase movement speed by 5 for majors and 2.5 for minors. Unused inventory capacity increases movement speed (every 2.5 capacity increases movement speed by 25%). Being over one's weight limit slows them down proportionally to their capacity, applying a debuff to any form of movement they may be involved in. At double their capacity, they will no longer be able to move. This does not allow any specific piece of equipment to be heavier than they can carry.
One can dodge in response to an attack, using multiple actions if they believe it necessary to get out of range. Dodges allow one to move a distance equal to their movement speed (rounded nearest 5), and successfully getting out of range negates attack damage. If one wishes, they can dodge non-area of effect attacks without moving as long as they have the movement speed to do so successfully. Abilities will still deal half damage when dodged. Failing to dodge attacks with a major action also results in half damage. Non-humanoid enemies will be able to chase targets for a distance equivalent to their speed (this is considered their attack range), although that distance is split among every target they attack that turn.
Cartridge Boost
Augment an attack, generally melee, with a cartridge. This will allow one to add the damage of the ammunition and the Dust effect. It can also propel the user a distance equal to the range of the shot in any direction and possibly get momentum damage. This can be used to extend the range of a major action dodge. Requires a minor action.
Momentum
Increase the damage of the next attack when charging at the target (+1 damage for every 2 m traveled). With appropriate weapons, like scythes, momentum from moving away can also be used to increase the damage of attacks.
Augment an attack, generally melee, with a cartridge. This will allow one to add the damage of the ammunition and the Dust effect. It can also propel the user a distance equal to the range of the shot in any direction and possibly get momentum damage. This can be used to extend the range of a major action dodge. Requires a minor action.
Momentum
Increase the damage of the next attack when charging at the target (+1 damage for every 2 m traveled). With appropriate weapons, like scythes, momentum from moving away can also be used to increase the damage of attacks.
Status Resistance
Status resistance is determined by 3(armor weight) + 5. When one is struck by a status effect, the duration of the effect will be determined by effect power/status resistance. Someone with 5 weight armor dealing with a 40 power stun will play out like so, 40 power stun/20 status resistance = 2 duration stun. If the status effect power is not enough to overcome the status resistance of a target, it will accumulate with any additional applications until it becomes strong enough to take effect. Blocks and dodges can protect one from physically applied status effects and halve the effectiveness of those applied through abilities. Healing will lower the power of a status (the oldest status effect on their person if none are specified) on the receiver.
Status Effects
Stun/Paralysis- Lower the target's available actions by one full action a turn.Mind Control- Break down the target's mind and take control of them. Every stack controls them for a full action.
Taunt- Those affected by taunt will only be able to target the ones who taunted them.
Charm- The target will not be able to harm those they now view as allies.
Fear- The target will be unable to move closer to or harm the one who inflicted this.
Stench- Those around can only move away. If they stay, they will be poisoned. If they hold their breath, suffocation.
Petrify- Turn the target into stone. They take half damage from attacks while stone.
Slow/Freeze- Slow the target, so their movements cover less distance. An effect strong enough will freeze them in place.
Brain Freeze- The target feels a sharp pain in their head when they try to move.
Drowsy/Sleep- When one is drowsy, their blocks and dodges will be less effective. A strong effect will cause the target to fall asleep, but taking damage will wake them.
Poison- Disorient the target, every attempt at charging abilities will require a minor action of focus. Deal health damage to the target every turn.
Confusion/Drunk/Drugged- The target will be disoriented and require an additional minor action to cast abilities. They will attack as if they were blind unless they use a minor action to try and focus.
Bleed- While bleeding, the target takes health damage every time they attack or block.
Burn- Lower the target's physical resistance by a percentage and deal damage every turn.
Acid/Corrosive- This effect deals double damage to armor, but halved damage to health.
Blind- The target will attack randomly with a chance to miss.
Madness- The target starts attacking the one nearest to them.
Triggered- The target attacks everyone within range, starting with the one nearest. They deal a quarter of the damage to themselves. A major action can be spent to calm down.
Grapple/Bind/Pin- The target will be unable to move until they use a major action to free themselves. They may also take damage every turn depending on the source. A strong enough grapple will immobilize like a freeze.
Slippery/Unstable- The target will need to use a minor action to move carefully or they will fall over.
Knockdown- The target will need to use a minor action to get back up. While down, they will not be able to dodge attacks. A strong knockdown will cause them to be winded and unable to get up.
Throw/Knock Back- Send the target in a direction of choice.
Suffocation- The target will take health damage if they use major actions while suffocating.
Silence- The target will be unable to use abilities for a duration. The abilities may still be charged.
Sealed- Lower the power of the target's abilities while sealed.
Weaken- Lower the target's physical damage while weakened.
Detection
Aura scan and status resistance allows one to detect hidden targets. The level of aura scan serves as a multiplier for status resistance. If the result is higher than the power of the stealth, then the target will be discovered. The detection power will stack for every turn that the target has been in stealth. Grimm and other creatures without aura will have a default x1 multiplier.
status resistance x 0.5(aura scan level) x turns since target went into stealth
Aura scan and status resistance allows one to detect hidden targets. The level of aura scan serves as a multiplier for status resistance. If the result is higher than the power of the stealth, then the target will be discovered. The detection power will stack for every turn that the target has been in stealth. Grimm and other creatures without aura will have a default x1 multiplier.
status resistance x 0.5(aura scan level) x turns since target went into stealth
Most projectile weapons require reloading after firing. Reloading a single unit of ammunition takes a minor action, while reloading fully takes a major action.
Burst Damage
Rapid fire or multi shot weapons can release up to 1 weight or 3 projectiles, whichever is lower, worth of ammunition with a major action. Every shot deals half damage, although Dust ammunition effects function as normal.
Scope
Using a minor action to line up a shot will double the range, but halve priority.
Heavy Strike
Two handed or heavy weaponry can deal heavy attacks for 50% more damage at the cost of a minor action.
Dual Wielding
When dual wielding weapons, one can use a minor action to follow up attacks with a quick half damage strike with the other weapon.
Thrusting Attacks and Bore
Punch through a line of enemies and deal 75% damage to them. This takes a minor action.
Punch through a line of enemies and deal 75% damage to them. This takes a minor action.
Sweeping Attacks and Spread
One can sweep their weapon to strike all enemies in range or fire in a spread for a minor action. This deals 50% damage to those in an arc with the range equal to half that of the weapon.
One can sweep their weapon to strike all enemies in range or fire in a spread for a minor action. This deals 50% damage to those in an arc with the range equal to half that of the weapon.
Slashing, Piercing, and Crushing Damage
Weapons can deal one of the three damage types with every attack, if there are multiple on the weapon. Piercing attacks will ignore a third of the target's damage resistance. Blunt attacks will lower damage resistance by a flat 25% and deal extra damage if it goes into the negatives. If actively blocking or using defensive abilities, the target can mitigate half the damage.
With a slash, one can inflict a status effect on a target with a power equal to 25% of the weapon's damage. If the weapon does not have a status effect, then this will inflict bleed (25% power bleed that inflicts 10% weapon damage and lasts for 3 turns).
Area of Effect
Explosive projectiles and abilities that cover an area will have halved power. The default explosion radius will be 5 m with triple their weight or ability level. Dust bullets and abilities can divert their energy toward expanding the explosion range.
Weapon Transformation
A minor action would usually be required to change the form of a weapon, but it is possible to transform a weapon without additional cost during any major action using the weapon.
Targeting
Minor actions can be used to target specific parts of the enemy. This could be used to try and get through gaps in armor or various other effects (weaken by attacking the arms, disorient by attacking the head, slow by attacking the legs, etc). The power of these effects is generally half that of the weapon's damage. The duration of these effects is one turn, but that can be extended by an extra turn for half the weapon damage.