[WIP] AoE Gun Kata
Oct 26, 2018 14:29:30 GMT -6
Post by accidentalbystander on Oct 26, 2018 14:29:30 GMT -6
[These weren't in the Archive in the old forum and they aren't really talked about, so I guess I'll put them here and see if anyone says anything.]
{Scrubbed.} Totally never happened.
The following are credited to Neveron from here.
Quaking Fortress:
For the purposes of not making text-walls: New Weapon Quality: Launcher (+0): This weapon's Damage and Penetration values depend on what ammunition is used.
Level 1: Apprentice
-Action (Delay): Use Delay actions with Trick Shots. Any advantages applied to this trick shot are applied to the first ranged attack made with the Delayed action. That attack may not be a trick shot of its own.
-Demolitions Expert: Use weapons with the Launcher special quality with your trick shots.
Level 2: Initiate
(-1) Somebody Set Up Us The Bomb: This attack may only be made with weapons with the Launcher special quality.
(1) Guaranteed Hit: If your attack would completely miss, it does not expend any ammunition.
Level 3: Journeyman
(-1) Skill (Athletics): As part of this attack, make an Athletics test against the Static Defence of the target. If it fails, the attack fails.
(2) Tightly Packed Ordinance: If this attack kills an enemy, increase the maximum clip size of the killing weapon by 1 for the rest of the Scene and reload it.
Level 4: Master
-Danger Zone: You get +10 AP against hits from your own weapons.
(3) Explosive Express: If you fire this attack at your feet, you can immediately move in a straight line to any point within six times your Speed in meters. If you are airborne at the end of your turn, you will probably fall unless you have some way around that. This advantage can only be applied to attacks with the Launcher special quality.
Level 5: Grandmaster
(4) Air Strike: You may make a second ranged attack as part of this attack. If you move during this Trick Shot, this second attack can be made during any point of the movement.
-Action (Delay): Use Delay actions with Trick Shots. Any advantages applied to this trick shot are applied to the first ranged attack made with the Delayed action. That attack may not be a trick shot of its own.
-Demolitions Expert: Use weapons with the Launcher special quality with your trick shots.
Level 2: Initiate
(-1) Somebody Set Up Us The Bomb: This attack may only be made with weapons with the Launcher special quality.
(1) Guaranteed Hit: If your attack would completely miss, it does not expend any ammunition.
Level 3: Journeyman
(-1) Skill (Athletics): As part of this attack, make an Athletics test against the Static Defence of the target. If it fails, the attack fails.
(2) Tightly Packed Ordinance: If this attack kills an enemy, increase the maximum clip size of the killing weapon by 1 for the rest of the Scene and reload it.
Level 4: Master
-Danger Zone: You get +10 AP against hits from your own weapons.
(3) Explosive Express: If you fire this attack at your feet, you can immediately move in a straight line to any point within six times your Speed in meters. If you are airborne at the end of your turn, you will probably fall unless you have some way around that. This advantage can only be applied to attacks with the Launcher special quality.
Level 5: Grandmaster
(4) Air Strike: You may make a second ranged attack as part of this attack. If you move during this Trick Shot, this second attack can be made during any point of the movement.
Burning Love:
Level 1: Apprentice
-Action (Move): Use Move actions with Trick Shots. Any attack-related advantages applied to this trick shot are applied to your next standard attack instead if you use a ranged weapon that you were wielding while moving. That attack may not be a trick shot of its own.
-Light Up The Night: Use weapons with the Flame special quality with your Trick Shots. Restrictions that would decrease attack rolls may not be applied to Trick Shots with those weapons.
Level 2: Initiate
(-1) Great Balls Of Fire: This attack may only be made with Flame Weapons.
(1) Push It To The Limit: This attack does not deal damage. Instead, those hit are moved to the end of your weapons range. Apply this Advantage only to attacks with the Flame special quality.
Level 3: Journeyman
(-1) Skill (Intimidate): As part of this attack, make an Intimidate test against the static defense of the target. If it fails, the attack fails.
(2*) Set The World On Fire: Increase the range of this attack by +20m for each time you use this advantage.
Level 4: Master
-Greased Lightning: You can unjam and reload any weapon as a Free Action.
(1) Reckless Fire: If this attack could hit multiple creatures, you may choose who is and is not targeted by the attack.
Level 5: Grandmaster
(3) Ring of Fire: Whenever you make a ranged attack, you may choose for all character within 10m to make a Dexterity test (TN is equal to 5x your Dexterity) or be lit on fire.
Level 1: Apprentice
-Action (Move): Use Move actions with Trick Shots. Any attack-related advantages applied to this trick shot are applied to your next standard attack instead if you use a ranged weapon that you were wielding while moving. That attack may not be a trick shot of its own.
-Light Up The Night: Use weapons with the Flame special quality with your Trick Shots. Restrictions that would decrease attack rolls may not be applied to Trick Shots with those weapons.
Level 2: Initiate
(-1) Great Balls Of Fire: This attack may only be made with Flame Weapons.
(1) Push It To The Limit: This attack does not deal damage. Instead, those hit are moved to the end of your weapons range. Apply this Advantage only to attacks with the Flame special quality.
Level 3: Journeyman
(-1) Skill (Intimidate): As part of this attack, make an Intimidate test against the static defense of the target. If it fails, the attack fails.
(2*) Set The World On Fire: Increase the range of this attack by +20m for each time you use this advantage.
Level 4: Master
-Greased Lightning: You can unjam and reload any weapon as a Free Action.
(1) Reckless Fire: If this attack could hit multiple creatures, you may choose who is and is not targeted by the attack.
Level 5: Grandmaster
(3) Ring of Fire: Whenever you make a ranged attack, you may choose for all character within 10m to make a Dexterity test (TN is equal to 5x your Dexterity) or be lit on fire.
Bloodstorm Blade:
Level 1: Apprentice
-Action (Dodge): Use the Dodge action with trick shots. Any attack-related advantages applied to this trick shot are applied to the your next ranged attack. That attack may not be a Trick Shot of its own.
-Dart Specialization: Use Thrown weapons with the Blast special quality with your trick shots.
Level 2: Initiate
(-1) A Game of Throws: This attack may only be made with Thrown weapons with the Blast special quality.
(1) Boomerang Strike: If you throw your weapon with this attack, it returns to your hand after the attack is resolved.
Level 3: Journeyman
(-1) Skill (Weaponry): As part of this attack, make a Weaponry test against the static defense of the target. If it fails, the attack fails.
(3) Cyclopean Aim: If you attack a wall or other solid object with this attack, you may make an additional attack with that weapon as if you were standing where the first attack hit. If you use this advantage with a weapon with the Blast special quality, apply the blast only on the extra attack - it's a ricochet, not two actual attacks. You may not apply this advantage to weapons with the Flame property.
Level 4: Master
-Throw Anything: All weapons you use gain the Thrown type in addition to their other types. Using a weapon as a throwing weapon changes the proficiency to "Throwing", and the range to "S*3". If it was originally a non-Thrown ranged weapon, do not add your Strength to rolled damage dice. Ignore the special qualities of weapons you throw this way.
(1) Escape Velocity: Your attack gains the Incendiary property.
Level 5: Grandmaster
(4) Eye Of The Storm: If you are hit by an attack before the start of your next turn after making this attack, you may make an Opportunity Attack in retaliation. You may use a ranged weapon in that Opportunity Attack.
Changelog?:
Level 1: Apprentice
-Action (Dodge): Use the Dodge action with trick shots. Any attack-related advantages applied to this trick shot are applied to the your next ranged attack. That attack may not be a Trick Shot of its own.
-Dart Specialization: Use Thrown weapons with the Blast special quality with your trick shots.
Level 2: Initiate
(-1) A Game of Throws: This attack may only be made with Thrown weapons with the Blast special quality.
(1) Boomerang Strike: If you throw your weapon with this attack, it returns to your hand after the attack is resolved.
Level 3: Journeyman
(-1) Skill (Weaponry): As part of this attack, make a Weaponry test against the static defense of the target. If it fails, the attack fails.
(3) Cyclopean Aim: If you attack a wall or other solid object with this attack, you may make an additional attack with that weapon as if you were standing where the first attack hit. If you use this advantage with a weapon with the Blast special quality, apply the blast only on the extra attack - it's a ricochet, not two actual attacks. You may not apply this advantage to weapons with the Flame property.
Level 4: Master
-Throw Anything: All weapons you use gain the Thrown type in addition to their other types. Using a weapon as a throwing weapon changes the proficiency to "Throwing", and the range to "S*3". If it was originally a non-Thrown ranged weapon, do not add your Strength to rolled damage dice. Ignore the special qualities of weapons you throw this way.
(1) Escape Velocity: Your attack gains the Incendiary property.
Level 5: Grandmaster
(4) Eye Of The Storm: If you are hit by an attack before the start of your next turn after making this attack, you may make an Opportunity Attack in retaliation. You may use a ranged weapon in that Opportunity Attack.
Changelog?:
-Quaking Fortress now works with weapons with the Launcher property. This doesn't exist, but there's no good way of saying "weapon whose Damage/Penetration values depend on its ammunition" at the moment.
-Added a cost to Ring of Fire.
-Changed Bloodstorm Blade (whose name I need to change) to allow grenades but not missiles. Tell me if this is a bad idea.