Difference between revisions of "Shoot Schticks (Action)"
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− | You can make clean, damaging shots even with light weapons. There is no such thing as a target that is too tough; if Clean Shot hits and the attack roll was greater than the target's [[Toughness (Action)|Toughness]] (or whatever soak attribute is relevant for the attack you are using), it | + | You can make clean, damaging shots even with light weapons. There is no such thing as a target that is too tough; if Clean Shot hits and the attack roll was greater than the target's [[Toughness (Action)|Toughness]] (or whatever soak attribute is relevant for the attack you are using), it inflicts a [[Hit (Action)|Hit]]. This does not stack with ordinary damage. |
=== Cock 'n Carry === | === Cock 'n Carry === |
Revision as of 15:17, 9 September 2019
Heroic Action Role-Play |
Shoot schticks are made for use with ranged weapons. Any mention of particular types of ranged weapons in schtick descriptions, such as guns or bows, is flavor.
Artist's Cross-hairs
Inherent
You are not only an expert shootist, you are an artistic one. You can express moods and convey messages through your shots—generally negative ones. This works with both weapons and image recording devices. You can use Shoot as if it was the Charm or Impress skills, but the effect is not immediate, the result of the shot must be inspected for this to become evident. Besides psychotic slayers, this skill is also highly useful to photographers, Photography stunts are routine to you and the photographs you take can use the Charm and Impress effects above—such Shoot checks are not routine.
Bag Full of Guns
Inherent Weapon
You are carrying way more firearms than sensibly possible. This involves some kind of pack; a violin case, large suitcase, duffer bag, instrument case, bulky trench coat, or a sexy fanny pack are all typical examples.
Any gun you could reasonably have had access too and one of which could fit in the bag is in the bag, even tough it is clearly impossible for them all to fit in there at once. Restricted, futuristic, or military weapons are only in the bag if they make a reasonable part of the story. Weapons not found there in a contemporary civilian setting include flamethrowers, rocket launchers, and lasers.
Both Guns Blazing
Trigger Action (Combo)
When using two ranged attacks, one in each hand, you can follow up each of your normal attacks with a Normal Ranged Attack from your second weapon on the same or a different target.
Carnival of Carnage
Trigger Action
Whenever an unnamed character is about to make an attack while in your sight, you may use Carnival of Carnage to shoot him.
Clean Shot
Basic Action
You can make clean, damaging shots even with light weapons. There is no such thing as a target that is too tough; if Clean Shot hits and the attack roll was greater than the target's Toughness (or whatever soak attribute is relevant for the attack you are using), it inflicts a Hit. This does not stack with ordinary damage.
Cock 'n Carry
Stance, then Trigger Action
Start this stance by dramatically working the action of a gun at the beginning of a round. This produces a dramatic sound, a 'click', 'ka-chak', or the warm-up whine of energy weapon. It is even possible with a suitably dramatic spell or power. You cannot do this when surprised, and if you have surprise this noise ruins it, but does not give away your location.
You can now fire the gun once as a trigger action as a response to any hostile action. Thus, you kind of "save up" an attack for later use. Firing the readied weapon in any manner or for any reason ends the stance.
Cool Steel
Basic Action
Draw a cool, fresh gun that has not been used in this fight. The weapon can be one you carry or you can pick it up. The next Shoot attack with this weapon gets a +3 bonus. You can do other actions in between drawing this weapon and getting the attack bonus, but firing the weapon spoils it.
Dramatic Reload
Basic Action
Reload your gun dramatically and deliberately. Depending on how many bullets you reload, you get a bonus to your Shoot attacks until your bullets run out, after which you cannot shoot any more with this weapon until you use thic schtick again. All these effects end at the end of the round.
If you are loading your last clip you add +2 to the bonus - this is where the +0 category on the table is relevant. After you've fired these last shots you are out of ammo. If you somehow get your hands on more ammo, you still need to spend a Basic Action reloading before you can shoot again. This version of Dramatic Reload continues until the end of the fight.
You cannot load more than 20 bullets with this schtick.
Number of bullets | Bonus |
1 | +3 |
2 | +2 |
3-6 | +1 |
7-20 | +0 |
More | No bonus; can be used to negate the need for further dramatic reload |
Eagle Eye
Basic Action
You're particularly adept at firing at armored opponents and hitting the teeny-tiny bits of them that aren't armored. Your Shoot attacks that would normally be soaked by Toughness are instead soaked by Body.
This schtick never works with any kind of area attack, not does it work when attacking objects.
Fast Draw
Inherent
For the first round of any fight, your Initiative is a Closed Confident roll. Your first Basic Action for the round must involve Shoot or you lose 3 shots instead of taking that action.
In addition, you can draw a gun instantly and at any time, even one that would normally take a Basic Action to draw.
Fields of Fire
Focus
When you are in combat, but at least 15 meters from the closest enemy, you can focus.
First Salvo
Inherent
Whenever you manage to score surprise, you can perform a Limit Break instead of the normal Basic Action, but the only skill you can use this with is Shoot.
Great Balls of Fire
Limit Break
There is always something in an urban combat scene that is ready to explode. You shot, and it blows up - taking everyone nearby with it. You cause an explosion that attacks everyone in a globe with a diameter equal to your Mind attribute in meters.
Damage is Body +2 impact damage.
Away from a high-tech urban setting, this schtick only works as the GM allows.
Gunnery
Inherent
You can use heavy guns and other artillery with full effect. People lacking training with such weapons can generally still fire them, but not reload, and on a snake eyes result the weapon misfires.
Gunsmith
Limit Break
You love to tinker with your guns, selecting ammunition for each target and otherwise using your gear to best effect. This adds +3 to the damage value of your gun against a specific type of target. Examples include unarmored people, people in a particular type of armor, or a particular type of monster. The benefit lasts until you load a different kind of ammo, carrying over from round to round.
You are also an expert at making bullets out of unorthodox materials. If you learn what a certain target is vulnerable to, you can quickly make bullets out of that material or using that weakness, if it makes any sense at all that you have the materials at hand.
Hail of Bullets
Inherent
You can use fanning, simultaneous multiple arrows on the string, or some other rapid-fire technique to shot a regular weapon as if it was an auto-fire weapon. A ranged weapon in your hands gains the Autofire and Great Blow abilities.
If you are using a a Reload or Slow weapon, you do not gain the abilities listed above, but can ignore these flaws.
Hail of Bullets can't be used with weapons that have the One-shot property.
Hold!
Focusing
If you spend two Basic Actions in a row Shooting but not moving, you can focus. You cannot spend any shots between these two Basic Actions.
Mercykiller
Finisher
You can decide how bad you want to hurt your target, choosing whether to inflict a Mortal Wound or not when you put them down.
Named Bullet
Limit Break
Make an attack against a single target that is a Confident Roll with a +3 bonus to Shoot. Target cannot use Resist powers; targets do not get to add their Mind to their Action to soak damage from Named Bullet.
Piercing Shot
Trigger Action
You can overpenetrate and hit two targets with the same shot, attacking a second target along the path of your bullet. Use this any time you inflict damage with a ranged attack. The extra target can stand either in front of or behind your first target. Hitting a target in front as a second target might seem odd, but the main thing is that you were concentrating on someone else and the second target is just a bonus.
Pinning Fire
Trigger Action
When someone near you moves in the open, you can use pinning fire on them. They then have the option not to move and remain still. If they elect to move despite your pinning fire, you make a normal ranged attack on them as part of this trigger action.
If using an auto-fire weapon, you pin all targets in an area with a diameter equal to your Reflexes in meters, but only for the current shot. Make a separate attack roll against each target that refuses to let itself be pinned.
Recon By Fire
Basic Action
You can make an attack against a target that is Sneaking even if you do not know exactly where they are. The target gets the usual defensive bonuses from Sneaking, but if you hit they are spotted. If you are using an area attack, you might spot all targets in an area with a diameter equal to your Reflexes in meters with one attack.
Slow Mo’ Vengeance
Trigger Action
Even as the bullets strike your body, you heedlessly keep going, putting every ounce of power into your gun.
Each time you take a Hit, you get to make a normal ranged attack.
Sniper
Basic Action
You can make a ranged attack and still Sneak as if you had not attacked, as long as you do not move, remain in cover and are at least 20 meters from all opponents. When using a weapon with Long range, you ignore all range penalties out to the effective range of the weapon - typically about half a kilometer for a rifle and to the horizon with heavier weapons.
Trick Shot
Trigger Action (Combo)
You are good at hitting small targets and precise locations. Think of this as a kind of limited telekinesis; if a task can be accomplished with a push or knock in the right direction, you can do the task as a gun stunt. Pushing buttons, switching levers, cutting ropes, cutting that trigger wire that disarms the bomb or sending messages by punching them out with bullets in plaster; all are simple tasks for you. Even if such a task would ordinarily use some other skill (such as the bomb wire, above), you can still use your Guns skill. But tasks requiring complex manipulation (unscrewing the lid on a barrel) is still out of your realm.
Whenever the difficulty of the shot is determined by the size of the target, halve the difficulty. You suffer no negative modifiers for stunts that require you to shoot at very small targets; you can shoot a pistol out of the hands of a gunman, or a thrown knife zipping through the air, for example.
You use this schtick as a combo, modifying other actions normally done by hand so you can do them at range. You can also use it to defend yourself and others against thrown weapons, using Shoot +3 instead of Dodge.
Walking Fire
Trigger Action (Combo)
You can "walk" fire from one target to the next, attacking several adjacent targets one after the other.
Pick the closest a target within two meters of a target you just fired on and attack the new target with a Normal Ranged Attack. You can do this several times in succession as long as you do not attack any target twice. Walking Fire is prone to friendly fire. If you can choose a friendly or neutral target as the closest target, you have to do so.
This is an exception to the rule that a trigger action cannot trigger another trigger action.
Zen Marksmanship
Basic Action
A true master need not see his target for his missiles to fly true.
You can ignore modifiers for visibility, obstructions et al. You can shoot in complete darkness, at invisible opponents, or through thick fog or nauseous fumes with no penalty, though you must know the target is there. You can bounce bullets, which lets you ignore cover by shooting around it if there is an open path to the target your bullets can use.