Difference between revisions of "Shoot Schticks (Action)"

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(Recon By Fire)
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Trigger Action
 
Trigger Action
  
When using two guns, one in each hand, you can follow up each of your normal attacks with another attack from your second weapon.  
+
When using two guns, one in each hand, you can follow up each of your normal attacks with another attack from your second weapon on the same target.  
  
 
=== Carnival of Carnage ===
 
=== Carnival of Carnage ===
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=== Clean Shot ===
 
=== Clean Shot ===
Limit Break
+
Basic Action
  
There is no such thing as a target that is too tough; if Clean Shot hits and the atatck roll was greater than the target's [[Body (Action)|Body]] or [[Toughness (Action)|Toughness]], it always inflicts a [[Hit (Action)|Hit]].
+
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 [[Body (Action)|Body]] or [[Toughness (Action)|Toughness]], it always inflicts a [[Hit (Action)|Hit]]. This supersedes (does not stack with) ordinary damage.
  
 
=== Cock 'n Carry ===
 
=== Cock 'n Carry ===
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Dramatically work the action of a gun. This requires 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. This noise is sufficient to spoil surprise, 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. If you shoot the gun before you do the trigger action, the stance is broken.
 
Dramatically work the action of a gun. This requires 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. This noise is sufficient to spoil surprise, 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. If you shoot the gun before you do the trigger action, the stance is broken.
 +
 +
You can only use this stance once per round.
  
 
=== Cool Steel ===
 
=== Cool Steel ===
 
Basic Action
 
Basic Action
  
Draw a cool, fresh gun that has not been used in this fight. The next [[Shoot (Action)|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 any other [[Shoot (Action)|Shoot]] attack spoils it.
+
Draw a cool, fresh gun that has not been used in this fight. The weapon can be one you carry or you an pick it up. The next [[Shoot (Action)|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 any other [[Shoot (Action)|Shoot]] attack spoils it.
  
 
=== Dramatic Reload ===
 
=== Dramatic Reload ===
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Inherent
 
Inherent
  
For the first round of any fight, add an additional d6 to your roll for Initiative. If you add to your Initiative result in this manner, you must shoot as your first basic action of that round or waste three shots looking stupid. You can still use a trigger action out of sequence before your first shot comes up, and you can draw a gun as a part of a trigger action.
+
For the first round of any fight, add an additional d6 to your roll for Initiative. If you add to your Initiative result in this manner, you must shoot as your first basic action of that round or waste three shots looking stupid. You can still use a trigger action out of sequence before your first shot comes up.
 +
 
 +
In addition, you can draw a gun as a part of any trigger action.
  
 
=== Fields of Fire ===
 
=== Fields of Fire ===
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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 (Action)|Mind]] attribute in meters.   
 
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 (Action)|Mind]] attribute in meters.   
  
Damage is [[Body (Action)|Body]] +2 [[Damage Types (Action)#Impact| impact damage]], unless you are using an explosive weapon with a better damage value.
+
Damage is [[Body (Action)|Body]] +2 [[Damage Types (Action)#Impact| impact damage]].
  
 
=== Gunnery ===
 
=== Gunnery ===
 
Inherent
 
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. They suffer an additional penalty die when doing so. On a snakeyes result, the weapon misfires.
+
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 snakeyes result the weapon misfires.
  
 
=== Gunsmith ===
 
=== Gunsmith ===
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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 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 sense that you have the materials at hand.
+
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 ===
 
=== Hail of Bullets ===
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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 [[Weapon_Abilities_(Action)#Autofire|Autofire]] and [[Weapon_Abilities_(Action)#Great_Blow|Great Blow]].  
 
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 [[Weapon_Abilities_(Action)#Autofire|Autofire]] and [[Weapon_Abilities_(Action)#Great_Blow|Great Blow]].  
  
If you are using a [[Weapon_Abilities_(Action)#Slow|Slow]] weapon, you do not gain the abilities listed above, but can ignore the [[Weapon_Abilities_(Action)#Slow|Slow]] property. Cannot be used with weapons that have the [[Weapon_Abilities_(Action)#One-Shot|One-shot]] or [[Weapon_Abilities_(Action)#Reload|Reload]] properties.
+
If you are using a [[Weapon_Abilities_(Action)#Slow|Slow]] weapon, you do not gain the abilities listed above, but can ignore the [[Weapon_Abilities_(Action)#Slow|Slow]] property.  
 +
 
 +
Hail of Bullets can't be used with weapons that have the [[Weapon_Abilities_(Action)#One-Shot|One-shot]] or [[Weapon_Abilities_(Action)#Reload|Reload]] properties.
  
 
=== Hold the Line ===
 
=== Hold the Line ===
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Trigger Action (Finisher)
 
Trigger Action (Finisher)
  
You can decide how bad you want to hurt your target, choosing whether to inflict a [[Damage_(Action)#Damage_Setbacks|Damage Setback]] or not when you put them down.
+
You can decide how bad you want to hurt your target, choosing whether to inflict a [[Damage_(Action)#Damage_Setbacks|Damage Setback]] or not when you [[Damage_(Action)#Zero_Hits|put them down]].
  
 
=== Named Bullet ===
 
=== Named Bullet ===
 
Limit Break
 
Limit Break
  
Make an attack with a +3 bonus to [[Shoot (Action)|Shoot]].
+
Make an attack against a single target that is a [[Actions_(Action)#Confident_Roll|Confident Roll]] with a +3 bonus to [[Shoot (Action)|Shoot]].
  
 
=== Piercing Shot ===
 
=== Piercing Shot ===
 
Trigger Action
 
Trigger Action
  
You can overpenetrate and hit two targets with the same shot, attacking a second target along the path of your bullet. 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.
+
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 ===
 
=== Pinning Fire ===
 
Trigger Action
 
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 guns attack on them.
+
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 guns 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 [[Mind (Action)|Mind]] in meters, but only for the current shot. Make a separate attack roll against each target that refuses to let itself be pinned.
 
If using an auto-fire weapon, you pin all targets in an area with a diameter equal to your [[Mind (Action)|Mind]] in meters, but only for the current shot. Make a separate attack roll against each target that refuses to let itself be pinned.
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Basic Action
 
Basic Action
  
You can make an attack against a target that is [[Shapeshift_(Action_Powers_Technique)#Sneak|Sneaking]] even if you do not know exactly where they are. The target gets the usual defensive bonuses from [[Shapeshift_(Action_Powers_Technique)#Sneak|Sneaking]], but if you hit they are spotted. If you are using an area attack, the target does not get any defensive bonuses from [[Shapeshift_(Action_Powers_Technique)#Sneak|Sneaking]].
+
You can make an attack against a target that is [[Shapeshift_(Action_Powers_Technique)#Sneak|Sneaking]] even if you do not know exactly where they are. The target gets the usual defensive bonuses from [[Shapeshift_(Action_Powers_Technique)#Sneak|Sneaking]], but if you hit they are spotted. If you are using an area attack, you might spot more than one target with one attack.
  
 
=== Signature Gun ===
 
=== Signature Gun ===

Revision as of 17:39, 23 December 2011

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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.

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, duffel 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, lasers, and poison dart guns.

Both Guns Blazing

Trigger Action

When using two guns, one in each hand, you can follow up each of your normal attacks with another attack from your second weapon on the same 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 Body or Toughness, it always inflicts a Hit. This supersedes (does not stack with) ordinary damage.

Cock 'n Carry

Stance

Dramatically work the action of a gun. This requires 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. This noise is sufficient to spoil surprise, 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. If you shoot the gun before you do the trigger action, the stance is broken.

You can only use this stance once per round.

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 an 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 any other Shoot attack 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, add an additional d6 to your roll for Initiative. If you add to your Initiative result in this manner, you must shoot as your first basic action of that round or waste three shots looking stupid. You can still use a trigger action out of sequence before your first shot comes up.

In addition, you can draw a gun as a part of any trigger action.

Fields of Fire

Trigger Action (Focusing)

When you are in combat, but at least 20 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.

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 snakeyes 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 Autofire and Great Blow.

If you are using a Slow weapon, you do not gain the abilities listed above, but can ignore the Slow property.

Hail of Bullets can't be used with weapons that have the One-shot or Reload properties.

Hold the Line

Trigger Action (Focus)

When an ally adjacent to you takes a hit from a ranged attack, you can focus.

Hold!

Trigger Action (Focusing)

When shooting from cover and not moving, you can focus.

Mercykiller

Trigger Action (Finisher)

You can decide how bad you want to hurt your target, choosing whether to inflict a Damage Setback 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.

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 guns 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 Mind 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 more than one target with one attack.

Signature Gun

Inherent

When you acquire this schtick, specify a single ranged weapon as your signature weapon. This weapon is very much a part of your identity, and using it is second nature to you. Under most circumstances, nobody will question your right to carry it, so its there in many situations where a weapon could not normally be carried. It also has a kind of script immunity; no matter what happens, it will always find its way back to you and can never be permanently destroyed or lost.

This is a unique weapon, a single, particular item, not all weapons of its type. Examples include the rifle awarded you by your liege for services rendered, the bow you carved as a culmination of your training, or the shotgun your grandmother gave you as a coming-of-age present. Mementos of dying comrades or loved ones are also common.

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 Shoot attack.

Sniper

Basic Action

You can make a ranged attack at 20 meters and more and still Sneak as if you had not attacked.

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.

True Shot

Basic Action

Make a Shoot attack against which the target cannot use Resist powers; targets do not get to add their Mind to their Action to soak damage from them.

Walking Fire

Trigger Action (Finisher)

You can "walk" fire from one target to the next, attacking several adjacent targets one after the other.

Pick a target within two meters of the target you just defeated and attack that target as well. You can do this several times in succession as long as you take out each target.

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. You can even bounce a single shot between several hard targets rather than off walls. This works like a normal multi-target stunt except that you save some ammo and are a lot more elegant.