Although it is possible for a player to create one's own Mask, a healthy portion of the book provides many sample Masks, all grouped into types such as Fey, Gremlin, Forbidden, Beast, Mythic, and Tane Masks. These are not just flavoring: several new feats within this book grant access to Masks of certain types, and some Evolutions can only be taken with said types (such as quadruped abilities and Beast Masks). Even with the samples provided, one can see the Masquerade Reveler adequately serving a variety of roles: the Jinkin's Tiny size with Skilled in Disable Device and a later Dimension Door ability is a tailor-made scout, while the Dweomercat's Pounce ability is a welcome addition to any melee-focused character. And that's not covering the Tane Masks, who represent the most powerful of fey lords such as the Jabberwock which can grant flight, twin fire-based eye rays, and Huge size among potential other abilities.
Our previous Masquerade Waltzes were sellouts, so reserve your 2013 ticket sooner than later. Expect a musical mix of Swing, Blues, Foxtrots, One-steps and Waltzes of all tempos. Because this is a true masquerade, you will indeed need a mask for entry into the ballroom.
My partner for the first few dances was an excellent dancer, nimble, humorous and silent. I didn't know who she was and I suspect she didn't know who I was. The mystery enhanced our dances all of our focus on the music and movement. We finished with our hands over our hearts to show our joy for sharing a special moment. Only at a masquerade....~Dale Lear, Seattle
Not an obligatory thank-you note: This is, instead, an impetuous outburst of appreciation for that one-of-a-kind event that you all created last night. The masquerade was a seamless flow of beauty, art, and dance enveloped in music and mystery. Did I mention the music? The music was one amazing performance after another. The evening was a celebration of creativity. It displayed the kind of extraordinary talent we have in Seattle. And the dancers showed up in all their glory! The dance floor literally buzzed with intrigue, playfulness, delight. Thank you for offering us the opportunity to do something out of the ordinary. Events mark our lives and give us context for our memories. Thank you for this joyful memory.~ Dev Hart, Seattle
I thought about playing a Meleesoldier/Tank like Reinhardt or Brigitte from overwatch. Charging into melee and smash everything with a Hammer and shield or two handed Hammer. Im relativ new to starfinder, played only a Slayer in pathfinder, so i dont know if my build works.
Typically you'll have to choose between using a big 2hander weapon for more damage, or a 1hander to free up hands to carry a shield (or, play one of the many fine species with >2 hands :D) The only real consideration is that, if you're using a shield, you need to use a move action to Align the Shield to get the bigger of its two AC bonuses, which in turn means you can't make a Full Attack action. Since you're only going to be making one attack anyways, some people prefer to grab an unwieldy weapon, which usually does higher damage. Unwieldy weapons can't be used to make Attacks of Opportunity, though, is the catch. Some people think AoOs are too sweet to give up, so either just use a non-unwieldy (...wieldy?) weapon, or complement their unwieldy+shield combo by having a way to still make attacks of opportunity, usually with a species' native unarmed attack, or the natural weapons graft augmentation if your species doesn't come with one out of the box. You can also grab melee striker as a gear boost if you want a bit more oomph.
+Made SM haven stay always active and placed Ash's cell key on crate.+Adjusted sell values, melee stats and fixed netcafe headrunner bug.Fixed possible video courier retrigger bug and some dialogue issues.Prevented Heather's comeback when returning from lower Hallowbrook.
introduction:uragh! Comrades! Finally it ceased work on the mod. I do not know how you, but I got tired of these terrible monotonous weapons care inherited from the "Troika Games" (dudes of "Troika Games" if you're reading this, please excuse me). All weapons have new models, features, rather than to the visual and special effects.The mod has all three shared the file so is compatible with the Companion mod and unofficial patch or any others. important to put it on top of all other modes. The mod is recommended to use with the Companion mod, and not recommended for beginners, it will be difficult in some situations.Installation1) Install any version of the game, install the top mods, patches.2) unpack the ARSENAL MOD folder and copy the contents of a folder.3) insert the contents of a folder in a folder with a game (for example:E:\Games\Vampire - The Masquerade Bloodlines) with the replacement of files.All the mod is installed, run and play!Pistols:1) Colt Peacemaker - revolver elementary level, but at least shoot it is now possible.2) Colt 1911 - semi-automatic pistol, with a high catching action.3) Dan Wesson PPc - heavy carcass, expensive revolver, with alternative modes of fire.4) Thunderbolt - Professional weapons at the vampire hunter, shoots electric bolts, of course not absorb damage to electric power.Shotguns:1) Mossberg 500a - Classic pump shotgun, a more powerful, more charges, but most of the variance ratio, is working on the area.2) "Dragon's Breath" - 2-charge shotgun, shoots phosphoric shot, causing not absorb damage ignition for a short time, working the area.Submachine guns:1) modified mac10 - increase weight, shoulder thrust, provide sight to shoot more accurately, the low level of criminal.2) M3 "grease gun" - a reliable, quick submachine gun, 45 caliber cartridge - high stopping action.Rifles:1) M16 - the usual, convenient assault rifle, quick, long-range, high accuracy.2) G36 "bullpap" - powerful assault rifle, with a view, a more expensive, requires high skill.3) Steyr scout - simple easy sniper rifle, a dual approach of requiring a high skill."slaughterhouse":1) missile launcher m72 - shooting incendiary missiles, long range, concentration loss ignition for a long time.2) "pocket Flamethrower" - enlarge canister of napalm, ignition loss of small areas.3) hand grenadelauncher m79 - works like a small mortar, damage by explosion of bolschim areas.4) Fragmentation grenade - the explosion of a huge areas, caused damage to the player.melee weapons:1) water pipe - so it is almost not weapons, although early in handy.2) police baton - more suited for battle, so a little better previous.3) Golf stick - long crushing weapons, well confusing the opponent's legs.4) knife - good entry-level cutting weapons.5) machette - good cutting-hewers weapons. slightly worse than the sword.6) Norman axe - hewers of good two-handed weapon.7) Medieval sword - the typical sword, excellent cutting-hewers weapons.8) War Hammer - good long two-handed crushing weapon.9) electroshock - secondary weapon, but does not absorb damage to electric power.10) Bloody mace - good crushing weapon, leaving huge bleeding wound.11) Soul Reaver - a fast and powerful sword, causing not absorb magic damage.12) halberd - excellent long two-handed hewers weapon.Major bugs:1) frag grenade on the some maps work unpredictable. More often than not, one grenade does not work, buy 2 or more (20). grenades for the m79 and fragmentation grenades are linked, buying one buys the other - first: because the game will not mach a lot of grenades, secondly: ammunition to all the weapons are not enough.2) Grenade m79 - possible departures in graphically rich maps (example the battle with Ming-Zyao) all depends on the power of the computer.3) When you hit from the Colt 1911 bullets stuck in the player, and the screen floats - that's OK.4) when switching some of the sight of guns going long - that's OK.5) mac10 and G36 Blinking with LOD level - in a game full of glitches you played and not arraignment, in short, I do not know how this fight.6) Animation sometimes do not fit - so you ..., new animations do not add (if you know how - Write).7)When does this by removing weapons it drops normally, but when you kill enemies often do not fall as expected.8) A, what, as, any, I do not like these weapons - Listen, you already get, do not like - playing with the original weapons ...Credits:Lenusk@ - it's me (Email - Lenusya@sibmail.com)Technical Support:Most technical support questions can be answered from the "bastard Games"Customer Service:Call: On duty the police department, contact telephone 02Write: Customer Service"bastard Games"Red Square, 1st house.Moscow, Russian Federation"Screw you guys , I'm going home" - Eric Cartman(c)
Though not specifically a combat-oriented game - with some mandatory bits, but with a heavier emphasis on roleplaying - VTMB's gunplay is notoriously a step below the melee side and the rushed narrative making this more and more important later on doesn't help. Just as well, then, that a competent arsenal mod vastly expanding the weaponry at the player's disposal has existed for many years. Gunfights are more bombastic and varied than before, making even the most egregious encounters from the base game much more fun.
The fourth round introduces a brand new enemy type: the Sand Fury. These desert vixens are quick and merciless. Roll often to avoid their melee attacks. If you have any Slow Time Potions in your inventory, this is the perfect time to use them. Stick to using your gun and area-of-effect magic, as targeted spells take too long to charge for enemies this agile. 2b1af7f3a8