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weapons.json
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weapons.json
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[
{
"id": "mw_ferrofluid_lance",
"name": "FERROFLUID LANCE",
"mount": "Main",
"type": "Melee",
"damage": [
{
"type": "Kinetic",
"val": "1d6"
}
],
"range": [
{
"type": "Threat",
"val": 2
}
],
"tags": [
{
"id": "tg_round",
"val": 1
}
],
"source": "SSC",
"license": "WHITE WITCH",
"license_level": 1,
"on_hit": "1/round you may force a character struck by this weapon must make a hull save. On a failed save, both you and the target are immobilized. At the end of each of its turns, the target can repeat the save, freeing both of you on success. As a quick action on your turn, you can break this immobilization effect on both of you to whip your target away, knocking them back 4 spaces in any direction. Otherwise you both remain immobilized.",
"actions": [{
"name": "Ferrofluid Lance Fling",
"activation": "Quick",
"frequency": "1/round",
"detail": "Break this immobilization effect of the Ferrofluid Lance on both you and your target to whip your target away, knocking them back 4 spaces in any direction."
}],
"description": "“To say we can pull this needle from ‘thin air’ is the best-fit phrase, but it’s not accurate. Not entirely. There’s no such thing as thin air, not in the way one means it when they use that phrase. ‘Agreeable Atomic Space’ — that’s what ‘thin air’ really is. A place where one could — if one could — coalesce utility from useless particulate mass with a thought. With a snap of our finger. Here, watch this —“",
"data_type": "weapon",
"aptitude": {}
},
{
"id": "mw_retort_loop",
"name": "RETORT LOOP",
"mount": "Heavy",
"type": "Cannon",
"tags": [
{
"id": "tg_reliable",
"val": 3
}
],
"profiles": [
{
"name": "0 Charges",
"on_attack": "When fired, the weapon deals an additional 1d6 kinetic damage per charge, up to a maximum of 3 charges. Once fired, the charges deplete to 0, hit or miss. They also deplete to 0 if you take structure or stress damage.",
"range": [
{
"type": "Range",
"val": 10
}
],
"damage": [
{
"type": "Kinetic",
"val": "3"
}
]
},{
"name": "1 Charge",
"on_attack": "When fired, the weapon deals an additional 1d6 kinetic damage per charge, up to a maximum of 3 charges. Once fired, the charges deplete to 0, hit or miss. They also deplete to 0 if you take structure or stress damage.",
"range": [
{
"type": "Range",
"val": 10
}
],
"damage": [
{
"type": "Kinetic",
"val": "1d6+3"
}
]
},{
"name": "2 Charges",
"on_attack": "When fired, the weapon deals an additional 1d6 kinetic damage per charge, up to a maximum of 3 charges. Once fired, the charges deplete to 0, hit or miss. They also deplete to 0 if you take structure or stress damage.",
"range": [
{
"type": "Range",
"val": 10
}
],
"damage": [
{
"type": "Kinetic",
"val": "2d6+3"
}
]
},{
"name": "3 Charges",
"on_attack": "When fired, the weapon deals an additional 1d6 kinetic damage per charge, up to a maximum of 3 charges. Once fired, the charges deplete to 0, hit or miss. They also deplete to 0 if you take structure or stress damage.",
"range": [
{
"type": "Range",
"val": 10
}
],
"damage": [
{
"type": "Kinetic",
"val": "3d6+3"
}
],
"tags": [{
"id": "tg_knockback",
"val": 3
}]
}
],
"source": "SSC",
"license": "WHITE WITCH",
"license_level": 3,
"effect": "This weapon picks up and stores damage taken by your mechs’ armor as a kinetic charge.<br>When you take damage from an source owned by a hostile character, you may choose to store a charge in this weapon.<br>If you have 3 charges, your mech is immobilized, but the weapon additionally gains knock back 3.",
"description": "“Ultimately, I have to return to the core of what we made, the code we cracked when we finally figured out NO/EM. From a simple prompt, we created a terrible engine. I am more proud of what we did than anything I’ve ever worked on before, but it should never see the light of day. Working with Visual convinced me of this: it’s their job to translate our work to sales, and they could not. If the translator cannot understand the text... then who are they to re-write it? Who is the reader to attempt to access it? I conclude my summary with this: mothball the platform. There are less terrible paths we can walk.",
"counters": [{
"id": "ctr_mw_retort_loop",
"name": "Retort Loop",
"min": 0,
"max": 3
}],
"data_type": "weapon",
"aptitude": {}
}
]