|
Post by GuardianTempest on Aug 14, 2018 23:26:25 GMT -6
The floating head on the right and the body in the lower-right corner are separate creatures. Through analysis of thousands of recorded gunfights, the Vector Oracle aspirant has determined that the geometric distribution of antagonists in any gun battle is a statistically predictable element. This Gun Kata treats the gun as a total weapon, each fluid position representing a maximum kill zone, inflicting maximum damage on the maximum number of opponents while keeping the defender clear of the statistically traditional trajectories of return fire. The key skill for Vector Oracle is Scrutiny, and its special action type is Aim. Aspirants of the Vector Oracle are not to be taken lightly. They use careful planning and extensive knowledge of physics to rapidly place their shots with surgical precision. Statisticians say that rote mastery of this discipline increases their firing efficiency by 120%, leading to a 63% increased difference to lethal proficiency. Level 1: Apprentice- Trajectory of Return Fire: Add your Ballistics to your Static Defense when using the Dodge action. - Action (Aim): Use Aim actions with trick shots. Any attack-related advantages applied to this Trick Shot are applied to the attack that benefits from the aim bonus. That attack cannot be a trick shot of its own. Level 2: Initiate(-2) Total Weapon System: You cannot use this trick shot if you have moved since your last turn. (2) Not to be Taken Lightly: This attack gains either Accurate or Volatile, decided when making the trick shot. Level 3: Journeyman(-1) Skill (Scrutiny): As a part of this attack, make a Scrutiny test against the target's Static Defense. If it fails, the attack fails. (3*) Rote Mastery: Make an additional attack with a ranged weapon as part of this attack. Level 4: Master- Extant Trajectory Appraisal: Once per round, you can Aim as a reaction for +1k0, or as a Half Action for +2k0. (2/4) Geometric Distribution: Until the start of your next turn, add your Gunslinger Level to your Static Defense. For 4 points, add twice that instead. Level 5: Grandmaster(5) Maximum Kill Zone: This attack targets every enemy within 5m, making the roll to hit once and comparing the result to each of their Static Defense.
|
|
|
Post by Asher6 on Nov 19, 2020 7:55:32 GMT -6
So how exactly would the final skill work with a prepared spell bullet
|
|
|
Post by GuardianTempest on Nov 19, 2020 8:27:48 GMT -6
It's 10:27PM for me so I'm guessing that whatever's in the bullet just applies to everyone the attack hits.
I forgot to mention that this is a port of someone else's homebrew, with some wording adjustments to make things clearer. I'll make changes when needed (probably after someone uses this to make a group of enemies explode or super-heals a group of allies).
|
|
|
Post by Lestat on Nov 19, 2020 15:33:06 GMT -6
Spell Bullet literally does not say anything past being able to put spells into bullets or energy packs. It doesn't say how or if the spell is released, how it interacts with touch, or ranges, or targeting. Maximum Kill Zone is thematically a bunch of bullets whizzing around, or one bullet ricocheting, but mechanically no different from Blast 10 at your feet with allies automatically safe. The thing that needs clarification is Spell Bullet, but unfortunately the creator isn't here, so it's up to you to houserule. Just to show here's all the arguable ways Spell Bullet could work with a > sign over obvious(?) answers: Does the spell go off when you shoot:
>A) Yes
B) No (lol?)
Does inserting a single spell count spell combos: A) Yes >B) No (sanity's sake, combos are both one and obviously not one spell)
Where does the spell originate from for range/effect purposes: A) The barrel B) You (almost the same as A but you'd be surprised) >C) Every target hit (semi duplication of the spell) >D) One chosen target hit >E) Where the projectile first impacts even on a miss >F) Where the projectile first impacts on an intentional hit even against the floor >G) Where the projectile first impacts against a target (similar to D but instead of possibly hitting a blasted or penetrated target it originates from the first one)
If a spell originates from a point where it isn't touching a normal target what happens to spells with targeting/range: A) It is forced to be cast and targets the place impacted likely doing nothing (unless it was a stone wall and you cast a stone shaping spell etc) B) The spell reaches out towards viable targets
What if there are no viable targets: A) The spell is forced to be cast but to no real effect (but downsides of the spell, downsides of casting, upsides of casting etc. all activate) B) The spell fizzles and the magic is lost
Similarly what happens to targeting of spells in a normal hit situation (not where they originate but decisions on targeting): A) It can only target what has been hit by the shot, including blast and penetration B) It can target anything in range no matter what
What can be affected by the spell: A) Only things affected by the shot B) Anything targetable/in range
How do Touch/Ranged touch spells resolve: A) They always require an extra roll B) They automatically hit with 0 raises C) They automatically hit with as many raises on the attack roll
How do saving throw spells resolve: >A) They need a saving throw, pre-cast Focus Power test decides TN B) They happen without a saving throw with 0 raises C) They happen with as many raises as the attack roll
How do spells that normally only affect yourself work (Blink): A) They don't B) You make relevant decisions C) The target makes relevant decisions
Who does the spell function for: A) Anyone who shoots it (subquestion for if you need to be conscious) >B) You
Depending on your headspace you will believe certain answers to be correct and others not correct. The only guideline one even has for the intent of how it should operate is fluff/your imagination. Fireball on a bullet should explode and hit everyone around the target too, right? But what if it's a plasma blast, maybe the fireball should be contained in the plasma globe. And what about single target spells on an explosion? Should it duplicate the spell for everyone or just one target, or where the blast hit, or what? And if single target spells get duplicated what about blast spells? 10 guys standing in a 10m circle, blast them all and they each create their own fireball for 10 extra hits on everyone?
A rewrite would need to pick a path: A) Limit what kinds of spells can be applied to cut down on the possibilities B) Allow everything with highly flexible targeting but be extremely exact and cover all theoretical scenarios like a flowchart C) A bit of A and B - simplify effects/targeting but allow any spell to be placed
It would also need to pick some other side options to fully clarify, deal with what you enchant, and if you want to apply a no-AoE shot clause.
I would prefer to: >A) Keep options for what kind of spell you can apply open to everything >B) Lock down targeting to be mostly automatic
I like if it has as much freedom as possible for the sake of what can be applied, but not for duplicating spell effects. My end houserule is here, it doesn't cover everything but it covers most things >>> [Clarification Rewrite] Spell BulletYour group can do whatever, but pinning rules to this spell will by definition almost always be nerfing it in some way because you can interpret it allowing almost any option: you choose the effects of self spells, you target, you auto hit with touch/ranged touch, you can make it hit targets the bullet didn't hit, it can duplicate effects, etc.
|
|
asher
New Member
Posts: 36
|
Post by asher on Apr 18, 2023 16:43:22 GMT -6
With mote mastery does it give the rest of the benefits of the trickshot to the extra attacks or does it work like a multiple attack trick shot
|
|
|
Post by Amanojyaku on Apr 18, 2023 16:44:55 GMT -6
It would not. The additional attack is the benefit of the trick shot.
|
|
asher
New Member
Posts: 36
|
Post by asher on Apr 18, 2023 18:03:56 GMT -6
Thought so, just making sure
|
|