Shoot Schticks (Action)

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Heroic Action Role-Play

Bag Full of Guns

Bodyguard

Trigger Action (Defense)

You are a trained bodyguard, and can instinctively react to threats to other people. When somebody close to you is attacked, you can either grab them and take cover or give covering fire in such a way that they benefit from your immense experience. This lets them substitute your Shoot Skill +3 for their Dodge.

Both Guns Blazing

Trigger Action

When using two guns, you can follow up each of your normal attacks with another attack from your second weapon.

Bouncing Betty

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

Finishing Move

There is no such thing as a target that is too tough; if Clean Shot hits, it always inflicts a hit, regardless of the target's Toughness.

Cock'd and Hot

Stance

Dramatically work the action of a gun. This requires a sufficient 'click' or 'ka-chak' sound, the warm-up whine of energy weapons also works. This noise is sufficient to spoil surprise, butdoes not give away your location. You can now fire the gun once as a trigger action, and do so at any time. Thus, you kind of "save up" an attack for later use.

Contract of the Killer

Cool Steel

Basic Action

Pull out or pick up a new gun and shoot it, with a +3 bonus to your Shoot skill. You must not have used this gun before in this fight.

Dramatic Reload

Stance

Reload your gun dramatically and deliberately. Depending on how many bullets you reload, you get a bonus to your Shoot attacks for the rest of the sequence or until your bullets run out, after which you cannot shoot more this sequence until you activate this stance again. If you are loading your last bullets you add +2 to the bonus; after you have fired these bullets you are out of ammo.

__Number of bullets__ __Bonus__ 1 +3 2 +2 3-6 +1

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. You ignore any Armor your target may have.

This schtick never works with any kind of area attack.

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 attack with a gun as your first basic action of that sequence or waste that action 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.

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, unless you are using an explosive weapon with a better damage value. Make a single attack roll with a bonus of +1 for each target in the area. This result is used against the first target in the area. It is then applied against the second target, but with a -2 penalty, then at -4 against the third target, and so on. Common sense and vicinity to the center point determines the order; if there is doubt the targets themselves decide (or roll opposed Chi checks to decide).

If there are friends or bystanders in the area, make a separate attack roll against friends and a third attack roll against bystanders, using the same rules.

Grenade Leap

Trigger Action (Defense)

When attacked by an area attack, you can use this to get a +5 bonus to Dodge and move up to double your speed in any direction, including up. You can use it with one of your own area attacks to leap in this way. You are moving after the attack hits, so you do not get the benefit of any cover you move into.

Gunsmith

Stance

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, humans in a particular type of armor, a particular type of monster

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. In many cases, with common substances like silver, you may actually have them in your ammo bag already with a good Shoot roll.

Hail of Bullets

Hair Trigger Neck Hairs

Holdup

Trigger Action (surprise only)

This is used to "preserve" surprise. When you get a surprise round, before anyone else on your side acts, you can use Holdup to hold the enemy at gunpoint. This means that you can talk to the enemy, but if a fight erupts, your side still gets a surprise round, and the enemy knows this is so. Holdup can be broken if you are in turn surprised, or by an interaction setback.

Kiss the Ground

Trigger Action (Defense)

When attacked at range, you can move half your normal speed in any direction. You also get a Dodge bonus of +5.

Lightning Reload

Mercykiller

Trigger Action (Finisher)

You can decide how bad you want to hurt your targets, deciding on any number of wounds you want to cause from zero to one more than you'd ordinarily do.

Named Bullet

Stance

Aim at a particular target. Your first attack against that target gets a +3 bonus to Shoot.

Piercing Shot

Trigger Action

You can actually 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 you were concentrating on someone else and they are just a bonus.

Ridin' Shotgun

Sacrifice Shot

Signature Gun

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 / Limit Break

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.

Spray Fire

Limit Break

With an autofire weapon, you can hose down all targets in a wide cone; a triangle with you at one corner. You can control the exact dimensions of the cone when you create it, with some limitations. Each side of the the triangle has the same length and can be as long as your skill rating, while the base can be as long as your Mind attribute.

Make a single attack roll with a bonus of +1 for each target in the area. This result is used against the first target in the area. It is then applied against the second target, but with a -2 penalty, then at -4 against the third target, and so on. Common sense and vicinity to the center point determines the order; if there is doubt the targets themselves decide (or roll opposed Chi checks to decide).

If there are friends or bystanders in the area, make a separate attack roll against friends and a third attack roll against bystanders, using the same rules.

Stand and Deliver

Trigger Action

Endless hours of drill and training have honed your reflexes to the degree where you instinctively shoot at anything coming right at you without even thinking.

Whenever someone tries to move close by you or moves up to engage you in close combat, you get to take a shot at them, after they move but before they get to act.

Steady Hand

Ten Thousand Bullets

Trick Shot

Untouchable

Trigger Action (Defense)

You never dodge except when it counts, cooling ignoring some bullets while sidestepping others.

You can do this after an attack has been rolled for, but before it causes any damage; it gives you a +3 bonus to Dodge.

Walking Fire

Trigger Action (Finisher)

You can "walk" fire from one target to the next, attacking several adjacent targets one after the other. When using an autofire weapon, 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.