CS Guide: Loadouts: Difference between revisions

From Wikipedia of the Dark Brotherhood, an online Star Wars Club
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* Unless the item has a designated quantity (eg. 5x for Throwing knives), items such as grenades are '''not''' stackable.
* Unless the item has a designated quantity (eg. 5x for Throwing knives), items such as grenades are '''not''' stackable.


== Loadout details ==
=== Loadout details ===


When creating your Loadouts, there is a box on the side that allows you to add a short explanation to add extra information about your character's loadout. This was mostly created to explain how/where weapons are worn (left wrist, shoulder-holster, back sheath, etc.), but will also be the field used to designate things such as Preferred craft (Ace discipline), or the "There Are Many Like It..." feat.
When creating your Loadouts, there is a box on the side that allows you to add a short explanation to add extra information about your character's loadout. This was mostly created to explain how/where weapons are worn (left wrist, shoulder-holster, back sheath, etc.), but will also be the field used to designate things such as Preferred craft (Ace discipline), or the "There Are Many Like It..." feat.

Revision as of 21:41, 2 January 2017

Real World Perspective.


Loadouts

The weapons, equipment, and add-ons your character utilizes for various scenarios or missions is now displayed through the Loadouts feature. Upon completing and activating an approved character sheet, your possessions Loadouts will be displayed alongside your character's Physical Description field. Any items that you have purchased can be slotted into one of these designated loadout.

You can find this feature in your Administration Panel under: Manage your possessions -> Loadouts.

For more information on creating loadouts, please read the Regent's Member Possessions article.

Weapon Slotting

  • Members are able to slot up to five (5) weapons per loadout.
  • Some single items may take up multiple slots.
  • Items of the same type do not stack (eg. 2x DL-44's takes up two slots).

Equipment Slotting

  • Members are able to slot up to five (5) equipment items per loadout.
  • Some single items may take up multiple slots.
  • Unless the item has a designated quantity (eg. 5x for Throwing knives), items such as grenades are not stackable.

Loadout details

When creating your Loadouts, there is a box on the side that allows you to add a short explanation to add extra information about your character's loadout. This was mostly created to explain how/where weapons are worn (left wrist, shoulder-holster, back sheath, etc.), but will also be the field used to designate things such as Preferred craft (Ace discipline), or the "There Are Many Like It..." feat.

Markdown has been enabled for this field, but image-embedding has been disabled for administrative and back-end purposes.

Poisons & Weapons

Members may add different types of poisons to weapons that they own as possessions. This is done by selecting the type of poison in the items respective (Poison Weapon) Aspect slot.

Poison Types

  • To Be Updated

Members are free to creatively name the specific kinds of Poison or Toxins (relative to the Star Wars universe: eg. "Vornskr-Tail or Rancor-Shade") but would use the category type for the purpose of declaring weapons used.

Poison & The ACC

Members may make use of poisons in the ACC, but must declare what specific poison-types they are bringing to the fight so that it is clearly stated in the Match Details. The following bullet points detail how poisons are treated in the ACC.

  • Members must have the "Poison Weapons" Feat to use poisons in the ACC. This is done for mechanical and balancing reasons for the purpose of the ACC.
  • Poison Weapons in the ACC covers the coating of a given weapon for a single type of Poison. To effectively use a poisoned weapon in the ACC, a member must have the "Poison Weapons" Feat.
  • A poisoned weapon may only be coated with one type of poison.
  • A member may utilize poison in the form of a vial or contact method, but must specify that they have the poison with them in the match's weapon details. Contact poison locations should be clearly indicated in the details as well, such as the lips or the gloves.
  • Members who carry a poison, or use poisoned weapons are assumed to have both the poison and its antidote at their disposal.
  • For a poison to affect an opponent, the weapon must make contact with the bloodstream. Simply holding a poisoned weapon in your hand will not have an effect, but giving yourself a small cut with the weapon would.
  • Different species react to poisons differently. If a member does not have a bloodstream, they are not going to suffer effects from that type of poison. These specifications can be found on each Species DJB-Wiki entry.
  • A member must define the poison type or a specific poison in Match Details of the challenge.
  • A member with a high Medecine or Survival skill may be able to utilize the environment to create a partial antidote to a poison they are afflicted with. This would require time and concentration, however, which tends to break up the realistic pacing of an ACC Battle and could work against your score. The venue would also have to provide appropriate natural or chemical resources.
  • Similarly, Force Healing will allow a Force User to treat the effects of poison, assuming they have time to concentrate on the specific task, which will often be difficult during combat.
  • Higher levels of Control Self will allow a Force User to alter their bodies to better cope with the effects of a poison, but would not actually treat the actual symptoms of the poison.
  • Poisons do not act immediately, they take time to incapacitate or kill, depending on the volume applied/injected and method of doing so. The amount on a coated blade would be less than a dart or other projectile designed to inject the poison on impact like the Kamino Saberdart.

Poison Related Feats

"La Résistance" - Allows the character’s body to naturally resist the effects of toxins and poisons introduced into the bloodstream through conditioning. They can do this without Control Self, which allows them to fight through the effects of poisons applied in the ACC.

"Poison Weapons" - Allows a character to use poisoned weapons effectively without accidentally poisoning themselves in the process.

Suggested Lore Topic

  • Poisons and Toxins of the Galaxy