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gunslinger [2020/09/14 14:14]
kyle
gunslinger [2021/03/02 09:51] (current)
kyle
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 ~~NOTOC~~ ~~NOTOC~~
  
-//Take a look at this thing, now. All you've got to do is point the O-shaped bit away from you and squeeze on it a little, and you get to see a murder. What will they think of next?//+//Take a look at this thing, now. All you've got to do is point the O-shaped bit away from you and squeeze its little chin, and you get to see a murder. What will they think of next?//
  
-Gunslingers wield a range of firearms that shoot bullets singly or in small groups (like most muskets, pistols, rifles and suchlike)Firearms that function significantly differently than this basic form are modeled with different classes entirely, such as [[Shotgunner]] or [[Gatling]].+^{{ra>key?48|Possible Keystones}} |1Fine holster. \\ 2. Powder horn. \\ 3. Firearm enthusiast's society membership card. \\ 4. Noise-canceling earplugs. \\ 5. Locket containing single bullet. \\ 6. Holy text with ragged hole through half
  
 This is a weapon and subject to [[UWR|universal weapon rules]]. This is a weapon and subject to [[UWR|universal weapon rules]].
  
 ^[[#Gunslinger]] ^^Wield firearms. | ^[[#Gunslinger]] ^^Wield firearms. |
 +|{{fa>caret-right?24}} |[[#Engineered]] |Remove annoyances. |
 |{{fa>caret-right?24}} |[[#Headshot]] |Empowered critical hits. | |{{fa>caret-right?24}} |[[#Headshot]] |Empowered critical hits. |
-|{{fa>caret-right?24}} |[[#Magazined]] |Reloading's no longer a problem. | +|{{fa>caret-right?24}} |[[#Hipfire]] |Free attacks. | 
-|{{fa>caret-right?24}} |[[#Piercing]] |Shoot through barriers. |+|{{fa>caret-right?24}} |[[#Piercing]] |Shoot through targets. |
 |{{fa>caret-right?24}} |[[#Rifling]] |Greatly increase range. | |{{fa>caret-right?24}} |[[#Rifling]] |Greatly increase range. |
-|{{fa>caret-right?24}} |[[#Silenced]] |Attacking makes no extra noise. | +^^^
-^[[#Establishments]] ||Gunslinger School \\ Shooting Range |+
  
 ====== Gunslinger ====== ====== Gunslinger ======
  
 ^ ^^^ ^ ^^^
-^{{ra>fireball-sword?48|Offense}} ||{{fa>plus-circle?24&align=left}}**Attack:** As an action, you may make a Remote attack against any target within 50 meters. \\ \\ {{fa>plus-circle?24&align=left}}**Damage Bonus:** This weapon is exceptionally powerful, dealing +2 bonus damage on every attack. \\ \\ {{fa>plus-circle?24&align=left}}**Conditions:** When the trigger die is 10+, this weapon inflicts its wielder's choice of the Bleeding, Cracked, or Sore conditions to its target. \\ \\ {{fa>plus-circle?24&align=left}}**Backstab:** If you attack a target that cannot see you, you deal +2 damage. \\ \\ {{fa>minus-circle?24&align=left}}**Loud:** Attacking with this weapon creates a loud noise that gets the attention of everything in the general area, especially when used multiple times in succession. The consequences of this will vary depending on the circumstances, but in any case makes this weapon an exceptionally poor choice for stealth. \\ \\ {{fa>minus-circle?24&align=left}}**Slow Reload:** In order to use this weapon, you need to reload it first. Reloading happens automatically when you take a movement action, or costs an action by itself if you don't want to move. Once reloaded, the weapon can be used to attack with another action as normal, but will then need to be reloaded once again. \\ \\ {{fa>minus-circle?24&align=left}}**Ammunition:** When the trigger die rolled with the attack is 1-3, mark off 1 Supplies. This weapon cannot be used if you have no Supplies remaining. | +^{{ra>fireball-sword?48|Offense}} ||{{fa>plus-circle?24&align=left}}**Rooty Tooty Point n' Shooty:** As an action, you may make a Remote attack against any target within 50 meters (51-100 meters with a failure chance of 3, 101-200 meters with a failure chance of 6, 201-500 meters with a failure chance of 9). \\ \\ {{fa>plus-circle?24&align=left}}**Damage Bonus:** This weapon is exceptionally powerful, dealing +2 bonus damage on every attack. \\ \\ {{fa>plus-circle?24&align=left}}**Conditions:** When the trigger die is 10+, this weapon inflicts its wielder's choice of the Bleeding, Cracked, or Sore conditions to its target. \\ \\ {{fa>plus-circle?24&align=left}}**Backstab:** If you attack a target that cannot see you, you deal +2 damage. \\ \\ {{fa>minus-circle?24&align=left}}**Loud:** Attacking with this weapon creates a loud noise that gets the attention of everything in the general area, especially when used multiple times in succession. The consequences of this will vary depending on the circumstances, but in any case makes this weapon an exceptionally poor choice for stealth. \\ \\ {{fa>minus-circle?24&align=left}}**Slow Reload:** In order to use this weapon, you need to reload it first. Reloading happens automatically when you take a movement action, or costs an action by itself if you don't want to move. Once reloaded, the weapon can be used to attack with another action as normal, but will then need to be reloaded once again. Double-attacking with this weapon is impossible. \\ \\ {{fa>minus-circle?24&align=left}}**Ammunition:** When the trigger die rolled with the attack is 1-3, mark off 1 Supplies. This weapon cannot be used if you have no Supplies remaining. |
-|{{fa>caret-right?24}} ^{{fa>star?24|Alternative}} |{{fa>plus-circle?24&align=left}}**Longer Range:** You can fire at subjects further away than 50 meters, up to a maximum of 500 meters. \\ \\ {{fa>minus-circle?24&align=left}}**Accuracy Drop:** Shooting at very distant targets carries a failure chance. Failure chance is 3 for targets within 51-100 meters, 6 for targets within 101-200 meters, and 9 for targets within 201-500 meters. |+
 ^ ^^^ ^ ^^^
  
 ^Condition ^^Explanation ^ ^Condition ^^Explanation ^
 |{{ra>cut-palm?32&align=left}} ^Bleeding |{{fa>minus-circle?18&align=left}} When rolling to remove condition at the end of the round, lose 1 Flesh if result is 1-4 and lose nothing if result is 5-8. Rolling to remove as an action during the round does not cause damage regardless of trigger die result. | |{{ra>cut-palm?32&align=left}} ^Bleeding |{{fa>minus-circle?18&align=left}} When rolling to remove condition at the end of the round, lose 1 Flesh if result is 1-4 and lose nothing if result is 5-8. Rolling to remove as an action during the round does not cause damage regardless of trigger die result. |
-|{{ra>cracked-helm?32&align=left}} ^Cracked |{{fa>minus-circle?18&align=left}} Maximum Flesh is reduced to 4. Lose any excess Flesh when gaining the condition. Regain any Flesh lost to the condition when it is removed. When inflicted by weapon attack, Cracked is applied to the subject immediately after damage is dealt. |+|{{ra>cracked-helm?32&align=left}} ^Cracked |{{fa>minus-circle?18&align=left}} Incoming attacks critically hit on trigger die result of 10+. |
 |{{ra>player-pain?32&align=left}} ^Sore |{{fa>minus-circle?18&align=left}} Do not automatically regain lost Attention at the beginning of each round. | |{{ra>player-pain?32&align=left}} ^Sore |{{fa>minus-circle?18&align=left}} Do not automatically regain lost Attention at the beginning of each round. |
  
-====== Headshot ======+====== Engineered ======
  
 ^ ^^^ ^ ^^^
-^{{ra>fireball-sword?48|Offense}} ||{{fa>plus-circle?24&align=left}}**Devastating Critical:** Critical hits with this weapon deal triple normal damage instead of the normal double damage. |+^{{ra>fireball-sword?48|Offense}} ||{{fa>plus-circle?24&align=left}}**Magazined:** Advanced construction means you no longer need to reload between shots and can double-attack normally. \\ \\ {{fa>plus-circle?24&align=left}}**Silencer:** Your attacks with this weapon no longer create especially loud noises (unless you want them to). |
 ^ ^^^ ^ ^^^
  
-====== Magazined ======+====== Headshot ======
  
 ^ ^^^ ^ ^^^
-^{{ra>fireball-sword?48|Offense}} ||{{fa>plus-circle?24&align=left}}**Another In The Chamber:** Advanced construction means you no longer need to reload between shots. | +^{{ra>fireball-sword?48|Offense}} ||{{fa>plus-circle?24&align=left}}**Devastating Critical:** Critical hits with this weapon deal +10 damage instead of the normal +5. |
-|{{fa>caret-right?24}} ^{{fa>star?24|Alternative}} |{{fa>plus-circle?24&align=left}}**Double Tap:** You can choose to fire off multiple bullets per attack to really make sure the job gets done. Bonus damage on a Double Tap attack is increased to +5 instead of the normal +2. \\ \\ {{fa>minus-circle?24&align=left}}**Ammo Eater:** Every time you choose to Double Tap for extra damage, Supplies are consumed on a trigger die roll of 1-6 instead of 1-3. |+
 ^ ^^^ ^ ^^^
  
-====== Piercing ======+====== Hipfire ======
  
 ^ ^^^ ^ ^^^
-^{{ra>fireball-sword?48|Offense}} ||{{fa>plus-circle?24&align=left}}**Cover Breaking:** Attacks ignore partial cover, and treat total cover as total concealment instead (failure chance 6). \\ \\ {{fa>plus-circle?24&align=left}}**Shield Denial:** Attacks ignore the protection afforded by shields from the Shieldbearer class. \\ \\ {{fa>plus-circle?24&align=left}}**Lineshot:** When the trigger die is 7+, your shots pass through your primary target and hit another target of your choice behind them. The same trigger die result is used for the effect of your shot on both targets. You must be able to draw straight line through any part of your space and both your targets' spaces in order to use Lineshot on them. \\ \\ {{fa>minus-circle?24&align=left}}**Let's Not Get Crazy:** While your shots have amazing piercing power, they're not unlimited. You can shoot through a normal wall to hit target hiding behind it without any trouble, but probably not two walls or wall that's made of brickYou definitely can't shoot through reinforced vault door or a meter of concrete. The referee gets veto power for what can and can't be shot through. |+^{{ra>fireball-sword?48|Offense}} ||{{fa>plus-circle?24&align=left}}**Fastest Gun:** You can choose to attack with this weapon as free action. \\ \\ {{fa>minus-circle?24&align=left}}**Limitations:** You can only use Hipfire to gain free attack maximum of once per round, and only during your regular turnHipfire attacks cost 1 Energy to perform and have special failure chance of 3. |
 ^ ^^^ ^ ^^^
  
-====== Rifling ======+====== Piercing ======
  
 ^ ^^^ ^ ^^^
-^{{ra>fireball-sword?48|Offense}} ||{{fa>plus-circle?24&align=left}}**Long Distance:** Your base range increases to 200 meters instead of 50. | +^{{ra>nodular?48|Enhancement}} ||{{fa>plus-circle?24&align=left}}**Shot Through:** Your weapon can pass through your target's space and also damage another target standing behind themapplying your attack to both targetsWhen the trigger die is 7+, you can shoot through up to three targets with single attack instead of only two. \\ \\ {{fa>minus-circle?24&align=left}}**Straight Line:** In order to shoot through multiple targets with this ability, you must be able to draw straight line from your own position that (at least partiallypasses through the spaces occupied by all of your targets. If a creature doesn't pass the straight line testthen you can't hit them as part of a piercing attack. |
-|{{fa>caret-right?24}} ^{{fa>star?24|Alternative}} |{{fa>plus-circle?24&align=left}}**Remote Strike:** You can choose to increase your base range up to 1000 meters instead of 200. \\ \\ {{fa>minus-circle?24&align=left}}**Slow Shot:** Increasing base range in this way requires you to spend an action aimingthen another action to shoot\\ \\ {{fa>minus-circle?24&align=left}}**Special Ammo:** Bullets capable of accuracy at such long range don't come cheap. Every shot fired in this way cost 1 Supplies regardless of the trigger die result. | +
-|{{fa>caret-right?24}} ^{{fa>star?24|Alternative}} |{{fa>plus-circle?24&align=left}}**Longer Range:** You can fire at subjects further away than 200 metersup to a maximum of 2000 meters (or  if you're also using the Remote Strike alternative application detailed above further away than 1000 meters, up to a maximum of 10 km). \\ \\ {{fa>minus-circle?24&align=left}}**Accuracy Drop:** Shooting at very distant targets carries failure chance. Failure chance is 3 for targets within 201-500 meters (1001-2000 meters for Remote Strike), 6 for targets within 501-1000 meters (2001-5000 meters for Remote Strike)and 9 for targets within 1001-2000 meters (5001-10000 meters for Remote Strike). |+
 ^ ^^^ ^ ^^^
  
-====== Silenced ======+====== Rifling ======
  
 ^ ^^^ ^ ^^^
-^{{ra>fireball-sword?48|Offense}} ||{{fa>plus-circle?24&align=left}}**Ssh!:** Using the weapon does not create any noise (at leastnot any louder than any other weapon). |+^{{ra>fireball-sword?48|Offense}} ||{{fa>plus-circle?24&align=left}}**Long Distance and Scoped:** Your base effective range increases to 500 meters instead of 50 (501-1000 meters with a failure chance of 31001-2000 meters with a failure chance of 6, 2001-5000 meters with a failure chance of 9).|
 ^ ^^^ ^ ^^^
- 
-====== Establishments ====== 
- 
-^Gunslinger School |{{fa>plus-circle?24&align=left}}**Place of Learning:** The base hosts an institution that teaches the secrets of this class for a small fee. Keystones of this class can be purchased here for 1 Dosh each. | 
-^Shooting Range |{{fa>plus-circle?24&align=left}}**Remote Practice:** Adventurers can spend a training fee of 1 Dosh in the base to temporarily increase their Remote combat rating by +1 until the end of the current session. \\ \\ {{fa>minus-circle?24&align=left}}**Once Per Session:** A Shooting Range cannot be used more than once in a given session by any single adventurer (although multiple different adventurers can freely use it during a single session). | 
  
gunslinger.1600114463.txt.gz · Last modified: 2020/09/14 14:14 by kyle