Difference between pages "Hebizuka's Favors" and "Stun baton"

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| nav=[[Main Page]] '''→''' [[Main Page#Game mechanics|Game mechanics]] '''→''' [[Abilities]] '''→''' [[{{PAGENAME}}]]
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| nav=[[Main Page]] '''→''' [[Weapons]] '''→''' [[Class 5 Short weapons]] '''→''' [[{{PAGENAME}}]]
 
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Calling in one of '''Hebizuka's Favors''' is an ability that can be performed by a '''player''' character.
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{{NeedsQuote}}
  
== Use ==
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{{Melee
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| name={{{name|{{{1|{{PAGENAME}}}}}}}}
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| image=[[File:Stun baton.jpg|350px]]
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| wpn_class=5 Short
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| wpn_category=One-handed club
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| wpn_modes=Strike (Blunt)<br/>Zap (Special, see page)
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| melee_ammo=[[Taser cartridges]]<br/>(Zap mode only)
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| melee_capacity=Capacity: 1
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| wpn_weight=5
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| melee_material=Plastic
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| wpn_cond=900
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| melee_butchering=[[File:No box.png|25px]]
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| wpn_cost=[[File:Parallar symbol.png|10px]]'''350''' (Rarity 3)
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}}
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{{Hebiquote
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|quotetext
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|quoteauthor
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The '''stun baton''' is a type of one-handed club.
  
Hebizuka's Favors are a flavorful name for an "edge" mechanic. The purpose of a Favor is to change an outcome that would normally be decided by rolling dice, typically in your favor.
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== Stats ==
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This weapon has two modes available, '''Strike''' and '''Zap'''.
  
* All characters can hold a maximum of '''3 Favors''' and start with the maximum number.
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=== Strike ===
* Certain [[Character traits|traits]] can change the number of Favors you start with.
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{| class="wikitable" style="font-size:10pt;text-align:center"
* If your character has less than their maximum number of Favors, they '''automatically regain 1 Favor on [[Daily Reset]]'''.
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|-
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! Damage type !! LDV !! Pain (C1) !! Pain (C2) !! Pain (A1) !! Pain (A2) !! Pain (A3) !! Pain (A4) !! Pain (A5)
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|-
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| Blunt || '''+0''' || 45% || 43% || 36% || 29% || 23% || 11% || 3%
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|}
  
=== When to call in a Favor ===
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=== Zap ===
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A [[taser cartridge]] must be loaded into the stun baton in order to use this mode. When used in this mode, the stun baton has the following properties:
  
You can call in (or "burn") a Favor to perform any of the following:
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* Max 1 attack per turn
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* On a hit, it will deal '''zero''' Pain or Limb Damage, but it will '''stun''' the target creature for 3 turns.
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* Consumes the [[taser cartridge]] on a hit, but not on a miss.
  
* '''Do-over:''' After making an attack check, reroll it completely (including any applicable multi-projectile checks, shrapnel checks, etc.). You can decide which string to keep.
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== Trivia ==
* '''Mulligan:''' After making an attack check, change a single attack roll to a solid hit. Any multi-projectile checks, shrapnel checks, etc. do not change.
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* Despite using [[Taser cartridges]] as ammunition, the stun baton is not a ranged weapon and does not fire prongs. Instead, it is designed to harness the energy contained within the cartridges to power the baton's Zap mode.
* '''Ninja step:''' Skip a Stealth Cover check to guarantee a success
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* '''Retreat:''' Skip an Escape check to guarantee a success
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* '''Hunter's call ([[Hunting]] skill)''': Reroll a meat harvest check and keep the best result.
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* '''Brass finder ([[Handloading]] skill)''': Skip the roll to find spent cases/hulls; the first 50 in the room are guaranteed. If less than 50 are in the room, they are all guaranteed.
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* '''Strike the earth! ([[Mining]] skill)''': When mining ore patches, the current room gains a '''second''' ore patch. Use the same rarity as the first to generate.
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* '''Silver tongue ([[Negotiating]] skill)''': Reroll a Negotiation check and keep the best result.
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* '''Back to life ([[Repairing]] skill)''': Choose one:
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** Reroll a Zero Condition repair check and keep the best result
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** Double the effect of a standard repair
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* '''Designated healer ([[Healing]] skill)''': Choose one:
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** Skip the success check when using a [[Crafting items|Rag]] to heal a wound
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** Gain +1 bonus HP to all limbs when using a [[Meds|FAK or FSK]], on top of the existing skill bonus.
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* '''Dodger's gadget ([[Evasion]] skill)''': Change a single Dodge roll to a success.
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[[Category:Abilities]]
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[[Category:Class 5 Short weapons]]

Revision as of 03:01, 4 October 2023

Navigation: Main Page Weapons Class 5 Short weapons Stun baton




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Weapon, Class 5 Short
Stun baton
Stun baton.jpg
Game information
Category One-handed club
Modes Strike (Blunt)
Zap (Special, see page)
Uses ammunition? Taser cartridges
(Zap mode only)
Capacity: 1
Weight (units) 5
Material type Plastic
Max condition 900
Usable for butchering? No box.png
Shop value / Rarity Parallar symbol.png350 (Rarity 3)


"I don't have a witty description for this item yet."
Hebizuka (quote written by Unknown)


The stun baton is a type of one-handed club.

Stats

This weapon has two modes available, Strike and Zap.

Strike

Damage type LDV Pain (C1) Pain (C2) Pain (A1) Pain (A2) Pain (A3) Pain (A4) Pain (A5)
Blunt +0 45% 43% 36% 29% 23% 11% 3%

Zap

A taser cartridge must be loaded into the stun baton in order to use this mode. When used in this mode, the stun baton has the following properties:

  • Max 1 attack per turn
  • On a hit, it will deal zero Pain or Limb Damage, but it will stun the target creature for 3 turns.
  • Consumes the taser cartridge on a hit, but not on a miss.

Trivia

  • Despite using Taser cartridges as ammunition, the stun baton is not a ranged weapon and does not fire prongs. Instead, it is designed to harness the energy contained within the cartridges to power the baton's Zap mode.