Shoot Schticks (Action)

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Heroic Action Role-Play

Bag Full of Guns

Inherent

You are carrying way more firearms than sensibly possible. This involves some kind of pack; a large suitcase, duffel bag, instrument case, bulky trenchcoat, or a sexy fanny pack are 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 setting. 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, you can follow up each of your normal attacks with another attack from your second weapon.

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 'n Carry

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, but does 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.

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.

Covering Fire

Trigger Action (Defense)

When you see someone attacking you or another, shoot in their general direction to keep their heads down and disrupt their aiming. The difficulty of the attack now becomes your Shoot skill +3 if it was otherwise less than that.

If you are using a full-auto weapon, you can impair the actions of all enemies in an area equal to your Mind in diameter simultaneously, but only for the current shot.

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. You cannot load more than 20 bullets with this schtick.

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 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.

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, 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.

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

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. Cannot be used with guns that hold only one or two shots.

Hold!

Trigger Action (Focusing)

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

Holdup

Trigger Action (Surprise)

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.

Mercykiller

Trigger Action (Finisher)

You can decide how bad you want to hurt your targets when you take them down by shooting tem, 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. You cannot activate this stance during a round.

Hold the Line

Trigger Action (Focus)

When an ally within 10 meters takes a hit, you can focus.

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. 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.

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.

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. It is very much a part of 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.

This is a unique weapon, like 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. This refers to a single, particular item, not all weapons of its type.

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.

Sharpshooter

Basic Action

Specify a target you can see. If your next action is a Shoot attack on that target, you receive a +3 modifier and ignore range penalties. If you take any kind of action in between (even a trigger action) or your target moves under cover, the bonus is canceled.


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.

Trick Shot

Inherent

You are good at hitting small targets and precise locations. 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. The last feature allows you to actively defend others as a 1-shot stunt against melee and thrown attacks.

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.

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.