Gunslinger: Difference between revisions

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<blockquote><span id="Lucky"><i>'''Lucky:'''</i></span>  Good shooters will tell you it's all skill.  Ace Gunslingers will tell you what they do is half luck and they'll only last til their luck runs out.  Lucky alters outcomes in your favor; if you need a jack to finish your straight, Lucky gets you one.  It can alter any randomizer by up to 10% in whatever direction works best for you - plus to tracking, minus to being tracked, etc.  Lucky ''can'' apply to resurrection, if you had one available when you dropped, but be aware that resurrection, life, and death are not the random events they appear and some organizations will want a word with you if you do this.  Death is not the worst thing that can happen to you.  Lucky is available once per reset per purchase.</blockquote>
<blockquote><span id="Lucky"><i>'''Lucky:'''</i></span>  Good shooters will tell you it's all skill.  Ace Gunslingers will tell you what they do is half luck and they'll only last til their luck runs out.  Lucky alters outcomes in your favor; if you need a jack to finish your straight, Lucky gets you one.  It can alter any randomizer by up to 10% in whatever direction works best for you - plus to tracking, minus to being tracked, etc.  Lucky ''can'' apply to resurrection, if you had one available when you dropped, but be aware that resurrection, life, and death are not the random events they appear and some organizations will want a word with you if you do this.  Death is not the worst thing that can happen to you.  Lucky is available once per reset per purchase.</blockquote>
<blockquote><span id="Quickdraw"><i>'''Quickdraw:'''</i></span>  Quickdraw overrides the “must have weapon in hand” restriction on Gunslinger skills.  You still need a weapon on your person but you can Quickdraw a Countershot if you get caught out in a bar.  Quickdraw also allows for Trickshots without weapons in hand.</blockquote>
<blockquote><span id="Quickdraw"><i>'''Quickdraw:'''</i></span>  Quickdraw overrides the “must have weapon in hand” restriction on Gunslinger skills.  You still need a weapon on your person but you can Quickdraw a Countershot if you get caught out in a bar.  Quickdraw also allows for Trickshots without weapons in hand.</blockquote>
<blockquote><p><span id="Rapid_Reload">''<b>Rapid Reload:</b>''</span>  Rapid Reload allows you to violate the rate of fire limit.  For the minute following the activation of Rapid Reload, you may fire 75 darts instead of the usual 50.</p></blockquote>
<!--<blockquote><p><span id="Rapid_Reload">''<b>Rapid Reload:</b>''</span>  Rapid Reload allows you to violate the rate of fire limit.  For the minute following the activation of Rapid Reload, you may fire 75 darts instead of the usual 50.</p></blockquote>--!>
<blockquote><p><span id="Ricochet">''<b>Ricochet:</b>''</span>  This skill allows the character to use the Cleave ability, allowing the character to duplicate the effect of a legal weapon attack they have landed. When the attack succeeds the character calls “Cleave”. They may then make an identical attack which may not target the same individual affected by the first ability. Cleave may not be used in conjunction with Burst or Double Attack.  Ricochet can only be used with ranged weapons.</p></blockquote>
<blockquote><p><span id="Ricochet">''<b>Ricochet:</b>''</span>  This skill allows the character to use the Cleave ability, allowing the character to duplicate the effect of a legal weapon attack they have landed. When the attack succeeds the character calls “Cleave”. They may then make an identical attack which may not target the same individual affected by the first ability. Cleave may not be used in conjunction with Burst or Double Attack.  Ricochet can only be used with ranged weapons.</p></blockquote>
<blockquote><span id="Gunsmithing">''<b>Gunsmithing:</b>''</span> Gunsmithing is the same thing as Engineering, except it only builds guns and ammo.  (''We are aware that firearms are technically explosives and that gunpowder can just as well arm a grenade, and we suggest that you pay full cost for Engineering if you’d like to get into explosive force, detonation radius, fragmentation velocity and composition, and timing fuses''.)</blockquote>
<blockquote><span id="Gunsmithing">''<b>Gunsmithing:</b>''</span> Gunsmithing is the same thing as Engineering, except it only builds guns and ammo.  (''We are aware that firearms are technically explosives and that gunpowder can just as well arm a grenade, and we suggest that you pay full cost for Engineering if you’d like to get into explosive force, detonation radius, fragmentation velocity and composition, and timing fuses''.)</blockquote>

Revision as of 17:14, 17 June 2024

Gunslingers are, as the name implies, firearms experts.  The slow advance of firearm technology out of Secord and Summerfall has grown a few schools of shooting. Some naturally gifted individuals pass their craft on from master to apprentice.  Both manufacturers are generally willing to sell their older model weapons to trusted folks (although you’re not getting a coilgun out of Secord or a Spellshot out of Summerfall) and that exposure is slowly advancing the art of sharpshooting.  

Armor:  Gunslingers are trained in light armor.  Heavy armor complicates reloading and doesn’t leave enough space for ammo junkies to carry reams of magazines. They're explicitly forbidden from using shields; Gunslingers more than most people are acutely aware of the limitations and drawbacks of carrying a plank around on your arm.

Weapons:  Gunslingers are trained in every variation of firearm, including new ones as they’re developed.  They’re also trained in short/medium melee weapons as holdouts or last resorts when (not if) the ammo runs out.  

Grit: Gunslinger effects are driven by Grit, as opposed to Mana or Energy.  Grit is mechanically identical to Energy but disambiguated here to avoid things like Energy Gems from falling into Gunslinger’s hands and turning a six-shot pistol into a railgun.

Class Feature:

Hard to Kill:  Gunslingers that can’t take a hit don’t last long.  Gunslingers treat any Kill or Slay effect delivered by voice, bullet, or packet as a Stun effect instead.  If you want to kill a Gunslinger, use a knife. Or an axe. Dealer’s choice.

Gunslinger Skills

Category Name Prerequisite Skills Skill Point Cost Use Cost
Damage
Accuracy +1 15 -
Accuracy +2 Accuracy +1 15 -
Accuracy +3 Accuracy +2 15 -
Accuracy +4 Accuracy +3 20 -
Accuracy +5 Accuracy +4 20 -
Accuracy +6 Accuracy +5 20 -
Grit (1-40) 1
Pistols
Trickshot Accuracy +1 3 1
Rapid Fire Trickshot 3 3
Disabling Shot Rapid Fire 4 4
Fan The Hammer Disabling Shot 5 5
Cheap Shot Disabling Shot 5 5
Rifles
Piercing Shot Accuracy + 1 3 2
Called Shot Piercing Shot 3 2
Bull's Eye Called Shot 4 4
Killshot Bull's Eye 5 5
Defensive Skills
Roll 2 1
Initiative Roll 3 1
Countershot Initiative 4 4
Tough Countershot 5 4
Psych Skills
Warning Shot - 2 1
Safeties Off Warning Shot 2 Daily
High Noon 4 4
Cold Blood 3 Daily
Miscellaneous Skills
Crosstrained 1 1
Field Strip 5 1
Holdout 1 Daily
Lucky 5 Daily
Quickdraw 2 Daily