Shoot Schticks (Action)

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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 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 always inflicts a Hit. This supersedes (does not stack with) ordinary damage.

Cock 'n Carry

Trigger Action

Dramatically work 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. If you shoot the gun before you take the trigger action, the stance is broken.

You can only use this trigger action 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 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 the Skill or Spot skills.

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

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!

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. 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 (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. This is an exception to the rule that a trigger action cannot trigger another.

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.