Scratch:Shooting Skills

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archery (1 shooting SP): Archery skills use shooting SP and require a character to use a bow. Bows have more range than thrown weapons or even slings, and they are more quiet than firearms, but drawing a bow and keeping it drawn while aiming takes strength and concentration.

TODO: Arrows often cause piercing damage.

aim (2 shooting SP firearm, crossbow or archery action): A shooting attack on your next turn does 1 extra damage and you can roll twice and choose the best roll.
bullseye (2 shooting SP long range firearm, crossbow or archery attack): Take your time to make every shot count. Roll twice and choose the best roll. Standard shooting damage. You must skip your next turn, even when you are healthy.
long range shot (4 shooting SP long range firearm, crossbow or archery attack, prepared): At the beginning of combat, before ordinary turns begin, you can do one standard shooting attack against an enemy who is visible from a long way off before the battle begins. If the encounter requires you to start off at close range (like a fight that breaks out in an enclosed space) you may not use this attack. When more than one character can attack before ordinary turns begin, they go in the order of their ordinary turns.
arcing shot ( shooting SP long range archery or sling attack)
arrow stab (2 shooting SP close range archery attack): Perform a basic attack but add your shooting ability level to the attack roll.
fire arrow (2 shooting SP long range archery attack): A shooting attack that causes 2 damage (3 damage if it is automatically successful) and burning.
pin (2 shooting SP long range archery attack, prepared): A shooting attack that does standard damage and makes an enemy skip her next turn if it is successful. This is a less-lethal technique, so if it incapacitates the target, the enemy is immobilized by an arrow through one of it's limbs rather than vitally wounded.
quick draw (2 shooting SP archery, throwing or firearm effect): Whenever you attack an enemy before her first turn, you roll twice and choose the best roll. If the attack normally allows you to roll twice, you can roll three times and choose the best roll. If the attack normally requires you to roll twice and choose the worst roll, you only roll once.
rapid fire (4 shooting SP long range archery or firearm attack, prepared): 2 attacks (same target), standard shooting damage
silent but deadly (4 shooting SP long range archery or crossbow attack, once per combat) do a regular shooting attack. Until the end of your next turn, you can add your stalking ability to your defense.
snap shot (2 shooting SP long range archery or firearm attack): Whenever you do a snap shot, you roll twice and choose the worst roll. If you are healthy you can attack twice. If you are injured you do not have to skip a turn. Snap shot does standard shooting damage.
volley (4 shooting SP long range archery attack): Like a standard shooting attack, but until your next turn, any ally who attacks the same target or target space with a long range attack can roll twice and use the best roll. (This special effect applies even if the volley attack misses.)

crossbow (1 shooting SP) Crossbow skills use shooting ability SP and require a crossbow. This weapon combines the convenience of a firearm with the silence of firing a bow.

TODO: Crossbows often cause piercing damage.

aim (2 shooting SP firearm, crossbow or archery action): A shooting attack on your next turn does 1 extra damage and you can roll twice and choose the best roll.
bullseye (2 shooting SP long range firearm, crossbow or archery attack): Take your time to make every shot count. Roll twice and choose the best roll. Standard shooting damage. You must skip your next turn, even when you are healthy.
interception (2 shooting SP long range firearm, crossbow or throwing attack): When a character tries to attack you with a close range attack, you can attack them first with a standard shooting attack, then you must skip your next turn.
long range shot (4 shooting SP long range firearm, crossbow or archery attack, prepared): At the beginning of combat, before ordinary turns begin, you can do one standard shooting attack against an enemy who is visible from a long way off before the battle begins. If the encounter requires you to start off at close range (like a fight that breaks out in an enclosed space) you may not use this attack. When more than one character can attack before ordinary turns begin, they go in the order of their ordinary turns.
point blank shot (4 shooting SP long range firearm or crossbow attack): If you are using a grid, attack an enemy within 4 spaces. If you are not using a grid, attack an enemy who has tried to attack you with a close range attack. Roll twice and use the better roll. Standard shooting damage.
prone position ( shooting SP firearm or crossbow)
silent but deadly (4 shooting SP long range archery or crossbow attack, once per combat) do a regular shooting attack. Until the end of your next turn, you can add your stalking ability to your defense.
trick shot (4 shooting SP long range firearm or crossbow attack, prepared): 1 attack, 1 damage (2 damage if it is automatically successful,) the target skips a turn and drops one of her weapons. Roll twice and use the best result. If the attack is successful you can choose one weapon the target is carrying. The target drops that weapon. If the attack is not successful, the target takes 1 damage, but does not skip a turn or drop a weapon.
weak point (8 shooting SP long range attack firearm or crossbow attack, prepared): A shooting attack that causes 5 damage (7 if it is automatically successful.)

firearm (1 shooting SP) Firearm skills use shooting SP and require a handgun or a long gun like a rifle or shotgun. Firearms have a lot of range, but they also make a very loud noise which draws attention even when you take measures to muffle the sound.

TODO: Firearms often cause crushing damage.

aim (2 shooting SP firearm, crossbow or archery action): A shooting attack on your next turn does 1 extra damage and you can roll twice and choose the best roll.
bayonet (2 shooting SP close range firearm attack): Your firearm must have a bayonet attached. Perform a basic attack but add your shooting ability level to the attack roll.
bullseye (2 shooting SP long range firearm, crossbow or archery attack): Take your time to make every shot count. Roll twice and choose the best roll. Standard shooting damage. You must skip your next turn, even when you are healthy.
interception (2 shooting SP long range firearm, crossbow or throwing attack): When a character tries to attack you with a close range attack, you can attack them first with a standard shooting attack, then you must skip your next turn.
long range shot (4 shooting SP long range firearm, crossbow or archery attack, prepared): At the beginning of combat, before ordinary turns begin, you can do one standard shooting attack against an enemy who is visible from a long way off before the battle begins. If the encounter requires you to start off at close range (like a fight that breaks out in an enclosed space) you may not use this attack. When more than one character can attack before ordinary turns begin, they go in the order of their ordinary turns.
pistol whip (2 shooting SP close range firearm attack): You must be using a handgun. Perform a delay action but add your shooting ability level to the attack roll.
point blank shot (4 shooting SP long range firearm or crossbow attack): If you are using a grid, attack an enemy within 4 spaces. If you are not using a grid, attack an enemy who has tried to attack you with a close range attack. Roll twice and use the better roll. Standard shooting damage.
prone position ( shooting SP firearm or crossbow)
quick reload ( shooting SP firearm)
quick draw (2 shooting SP archery, throwing or firearm effect): Whenever you attack an enemy before her first turn, you roll twice and choose the best roll. If the attack normally allows you to roll twice, you can roll three times and choose the best roll. If the attack normally requires you to roll twice and choose the worst roll, you only roll once.
rapid fire (4 shooting SP long range archery or firearm attack, prepared): 2 attacks (same target), standard shooting damage
rifle butt (2 shooting SP close range firearm attack): You must be using a long gun, like a rifle or shotgun. Perform a delay action but add your shooting ability level to the attack roll.
snap shot (2 shooting SP long range archery or firearm attack): Whenever you do a snap shot, you roll twice and choose the worst roll. If you are healthy you can attack twice. If you are injured you do not have to skip a turn. Snap shot does standard shooting damage.
snipe (3 shooting SP long range firearm attack) You must be using a firearm with very long range, like a rifle. Do a standard shooting attack except that you have a -2 to hit, and whether or not the attack succeeds you have +3 defense until your next turn.
trick shot (4 shooting SP long range firearm or crossbow attack, prepared): 1 attack, 1 damage (2 damage if it is automatically successful,) the target skips a turn and drops one of her weapons. Roll twice and use the best result. If the attack is successful you can choose one weapon the target is carrying. The target drops that weapon. If the attack is not successful, the target takes 1 damage, but does not skip a turn or drop a weapon.
weak point (8 shooting SP long range attack firearm or crossbow attack, prepared): A shooting attack that causes 5 damage (7 if it is automatically successful.)

javelin (1 shooting SP long range attack): Like a normal shooting attack except that it causes 3 piercing damage (5 piercing damage if it is automatically successful) and you cannot hurl a javelin when you take cover. This attack requires light, throwable spears. Carrying and recovering the spears takes some extra effort, but a javelin can do more damage than other thrown weapons, slings or bows.

sling (1 shooting SP long range attack) Like a normal shooting attack except that it causes crushing damage and requires a sling or staff sling.

throwing (1 shooting SP long range attack): Like throw object, but if you are healthy, roll twice and choose the best roll. This skill allows you to develop other throwing skills like distracting throw, throw trap, and blinding throw. Throwing use special knives, darts or other throwing blades like chakram or shuriken. These do less damage than other long range weapons but they are quick and can be used to delay enemies. Throwing weapons can only be used with throwing skills, they cannot be used with standard shooting attacks or other shooting skills.

blinding throw (4 shooting SP throwing, long range attack, prepared): You must have the throw skill. Do a throw attack. If the attack is successful, it reduces the enemy's defense by 2 for the rest of the battle. Regardless of whether the attack is successful it makes the enemy skip a turn.
distracting throw (2 shooting SP, long range throwing attack): You must have the throw skill. Do a throw attack. If the attack is successful, it causes 1 damage (2 damage if it is automatically successful) and makes the target skip a turn.
interception (2 shooting SP long range firearm, crossbow or throwing attack): When a character tries to attack you with a close range attack, you can attack them first with a standard shooting attack, then you must skip your next turn.
quick draw (2 shooting SP archery, throwing or firearm effect): Whenever you attack an enemy before her first turn, you roll twice and choose the best roll. If the attack normally allows you to roll twice, you can roll three times and choose the best roll. If the attack normally requires you to roll twice and choose the worst roll, you only roll once.
throw trap (4 shooting SP long range throwing attack): You must have the throw skill and a net or long rope. Do a throw attack. If the attack is successful, it causes no damage, but the enemy must skip a turn and all attacks against that enemy can roll twice and choose the best roll until the end of your next turn. Attacks that normally require the attacker to roll twice and use the worst roll only have to roll once. Attacks that normally allow the attacker to roll twice and use the best roll can roll three times.