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Ranged Combat

Dodge
  • Attribute:  Agility
  • Type:  Defend
  • Time:  One action
  • Description:  This skill is used to avoid ranged attacks, and can be used in two different ways. A character can try to avoid a ranged attack by spending an action and making a skill check, if the check succeeds the attack fails, if not it hits. When defending against multiple ranged attacks, the character can choose to make a General Dodge, wherein the character makes erratic moves or disrupts line of sight to disrupt targeting; it must be announced at the start of the round, requires two actions plus a skill check, and gives all attackers a penalty to hit equal to the number of skill points in Ranged Combat. Any ranged attack made against the character during that round is subject to this penalty modifier; this modifier is lost if the character takes another defend action in the same round.
  • Specializations:  None
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Chuck Sperati
Quick Draw
  • Attribute:  Agility
  • Type: Utility
  • Time: Free action
  • Description: Characters with this skill are able to draw a proficient weapon with a free action, rather than having to spend a standard action. In addition, those with this skill are able to act first whenever opponents tie on initiative rolls (when using the proficient weapon), and maintain the ability to take defend actions. If the skill check fails, the character must spend an action drawing the weapon, if they have no more actions in the round, drawing the weapon will be the first action of the following round.
  • Example of use: Draw a weapon to be immediately combat ready, change a weapon in the middle of combat, draw a second weapon if disarmed, etc.
  • Specialization: (Required) Proficient weapon(s)
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Chuck Sperati
Quickload
  • Attribute:  Agility
  • Type:  Utility
  • Time:  Free action
  • Description:  This skill is used to reload a ranged weapon as a free action rather than requiring a standard action; reloads that require more than one action have their load time cut in half. The reload ammo must be either on the character's person or in the immediate vicinity and be immediately available, i.e. not in a backpack, carried ammo box, or racked. If the skill check fails, the full reload time is required, which can carry over into the next round if necessary.
  • Prerequisites:  (Required) Proficient weapon(s)
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Chuck Sperati
Retreat
  • Attribute:  Constitution
  • Type:  Defend
  • Time:  One action
  • Description:  This skill is used to move out of potential or immediate danger during a battle. It may be used in two ways, either by withdrawing out of the range of a melee combatant or taking cover from a ranged combatant. The intent to retreat must be announced at the start of the round. When withdrawing from a melee combatant, with a successful skill check, the defender may take immediate move actions in response to the attacker to remain out of melee range, limited to remaining actions in the round and within the characters move rate capability. While seeking cover, with a successful skill check the character is able to move out of the attackers line of site during the attackers initiative. Available cover must be within the defenders single action move rate, and must be durable enough to withstand attack. If the skill check fails, the character is left exposed to attack and may defend normally.
  • Example of use:  As a opponent charges their position, the character backs away to keep them out of melee range; stepping into a doorway to get out of the attacker's range of sight, ducking beneath a hillock, etc.
  • Specializations:  None
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Chuck Sperati
Shoot
  • Attribute:  Agility
  • Type:  Attack
  • Time:  One action
  • Description:  This skill is used to aim and fire any weapon that discharges a physical or energy type projectile, and can be held by one person. The difficulty is based on the weapon’s range, which is listed in its description. On a successful skill check, the target is hit and may defend normally; if the skill check fails or the target makes a successful defend, the attack misses.
  • Specializations:  (Required) Proficient weapon(s)
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Chuck Sperati
Throw
  • Attribute:  Agility
  • Type:  Attack
  • Time:  One action
  • Description:  This skill is used to fling, heave, hurl, pitch, sling, or toss any ranged weapon at a target that can be held by one person. The difficulty is based on the weapon’s range, which is listed in its description. On a successful skill check, the target is hit and may defend normally; if the skill check fails or the target makes a successful defend, the attack misses.
  • Specializations:  (Required) Proficient weapon(s)
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Chuck Sperati
Weapon Proficiency
  • Attribute:  Knowledge
  • Type:  Utility
  • Time:  N/A
  • Description:  A character with this skill knows how to wield a specific class of ranged weapon as defined by category (pistols, rifles, bows, etc). Any weapon which falls into the specified category may be used with all of the relevant skills in Ranged Combat that have been purchased. This skill may be purchased multiple times to allow for multiple proficient weapons.
  • Specialization:  None
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Chuck Sperati
(E) Blind Shot
  • Attribute:  Perception
  • Type:  Attack
  • Time:  One action
  • Description:  Characters with this skill are adept at hitting those who take cover, are concealed, or are otherwise out of sight. have been trained to be better able to combat opponents cloaked in darkness or otherwise concealed from sight; this can include arcing a shot over cover, firing at a sound, etc. The blind fighting difficulty (-8) is reduced by one per skill point in Ranged Combat, and applied to the appropriate skill check, though range or called shot modifiers still apply, and there must be a logical path to the target.  It may be used as a shoot or throw attack (assuming the character has the skill), with all related and general combat modifiers applied normally. If the skill check fails or the target makes a successful defend, the attack misses.
  • Prerequisites:  Four skill points in Ranged Combat
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Chuck Sperati
(E) Critical Shot
  • Attribute:  Perception
  • Type:  Attack
  • Time:  One action
  • Description:  Character's with this skill are able to make devastating shots at vulnerable points to cause body damage. For this attack, the crit range for the weapon is increased by one per skill point in Ranged Combat, this modifier doesn't apply to the use of other skills. On a successful skill check, the target is hit and may defend normally. It may be used as a Shoot or Throw attack (assuming the character has the skill), with all related and general combat modifiers applied normally. If the skill check fails or the target makes a successful defend, the attack misses.
  • Prerequisites:  Four skill points in Ranged Combat
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Chuck Sperati
(E) Far Shot
  • Attribute:  Perception
  • Type:  Attack
  • Time:  One action
  • Description:  Characters with this skill understand the mechanics of ballistic trajectory and are able to to increase the effective ranges of projectile weapons. The actual distance increase is based on the number skill points in Ranged Combat, i.e. novice 0-3 points, expert 4-7 points, master 8+ points. A novice is unable to use this skill, while an expert can multiple the range by 1.5, and a master can multiple the range by 2, extending the range for each difficulty step. The weapon must utilize a physical projectile, this skill is not effective with energy based weapons. It may be used as a Shoot or Throw attack (assuming the character has the skill), with all related and general combat modifiers applied normally. If the skill check fails or the target makes a successful defend, the attack misses.
  • Prerequisites:  Four skill points in Ranged Combat
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Chuck Sperati
(E) Rapid Shot
  • Attribute:  Agility
  • Type:  Attack
  • Time:  One action
  • Description:  This skill may be used to increase the rate of fire of a proficient ranged weapon by one. It does not increase the number of actions gained in a round, rather it allows characters to extend the number of attacks that can be made with the proficient weapon during the round. All attack actions made beyond the normal speed factor use this skill to hit, with any applicable modifiers. It may be used as a Shoot or Throw attack (assuming the character has the skill), with all related and general combat modifiers applied normally. If the skill check fails or the target makes a successful defend, the attack misses.
  • Prerequisites:  Four skill points in Ranged Combat
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Chuck Sperati
(E) Running Shot
  • Attribute:  Constitution
  • Type:  Attack
  • Time:  One action
  • Description:  Those with this skill are able to move and attack in the same action. This includes moving through and/or out of a foe's threat range, without suffering penalty modifiers or drawing an attack of opportunity. All speed factor and movement rules apply; moving through or out of an opponent's threat range may be countered by a readied action by the opponent, which will force the attacker to stop and defend or else suffer an attack of opportunity. It may be used as a Shoot or Throw attack (assuming the character has the skill), with all related and general combat modifiers applied normally. If the skill check fails or the target makes a successful defend, the attack misses and may leave the character open to an attack of opportunity if they are moving out of or through an opponent's threat range, unless they stop to take a defend action.
  • Example of use:  Escape melee combat while firing a weapon, run past a foe while tossing a grenade, etc.
  • Prerequisites:  The Running skill and four skill points in Ranged Combat
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Chuck Sperati
(E) Volley
  • Attribute:  Constitution
  • Type:  Attack
  • Time:  Four actions
  • Description:  This skill is used to unleash a flurry of ranged attacks at a group of opponents. With a successful skill check, the character fires a number of shots based on the number of skill points in Ranged Combat, i.e. novice 0-3 points, expert 4-7 points, master 8+ points. A novice is unable to use this skill, while an expert can fire double that number of shots, and a master can fire triple that number of shots. Targets in the area get a Reaction save, at a -1 modifier per two skill points in Ranged Combat; if the save is successful, the attack misses, otherwise it hits and they may defend normally. It may be used as a Shoot attack (assuming the character has the skill and the weapon ammo allows for the capability), with all related and general combat modifiers applied normally. If the skill check fails or the target makes a successful defend, the attack misses.
  • Prerequisites:  Four skill points in Ranged Combat
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Chuck Sperati
(M) Aiming
  • Attribute:  Perception
  • Type:  Attack
  • Time:  One action
  • Description:  A character with this skill is able to ignore the base location hit modifiers when using a ranged or thrown weapon. These modifiers refer to body parts, i.e. arms, legs, head, etc; or other target points such as windows, weapons, locks, etc. In addition, they are able to ignore the point blank attack of opportunity and the modifier for firing into melee combat without a clear shot. It may be used as a Shoot or Throw attack (assuming the character has the skill), with all related and general combat modifiers applied normally. If the skill check fails or the target makes a successful defend, the attack misses.
  • Example of use:  Shoot a foe in the weapon arm, firing at a panel to disable the controls, shooting through a small window or slight opening, etc.
  • Prerequisites:  Eight skill points in Ranged Combat
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Chuck Sperati
(M) Armor Pierce
  • Attribute:  Perception
  • Type:  Attack
  • Time:  One action
  • Description:  Characters with this skill are very familiar with the inherent weaknesses of most types of armor and may attempt to hit armored foes in these places, negating armor bonuses from applicable damage saves. If the character has the appropriate Lore skill (i.e. monster, animal, etc), this skill can also be used to attack weak points in natural armors, negating those armor modifiers from applicable damage saves. It may be used as a Shoot or Throw attack (assuming the character has the skill), with all related and general combat modifiers applied normally. If the skill check fails or the target makes a successful defend, the attack misses.
  • Prerequisites:  The Lore skill (optional) and eight skill points in Ranged Combat
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Chuck Sperati
(M) Double Shot
  • Attribute:  Agility
  • Type:  Attack
  • Time:  One action
  • Description:  Characters with this skill are able to accurately fire two shots with one action. The manner in which this skill is used is largely dependent on the type of weapon, with two primary methods--simultaneous shots may made with a bow using two arrows and a single pull of the string or by throwing two weapons at the same time; successive shots may are made with two quick pulls of the trigger on an energy or projectile weapon. With a successful skill check, the attacker is able to fire both shots at a single target, the shots are defended as a single action, but damage saves are handled individually; alternately, the shots may be fired at separate targets in a forty-five degree arc, with each target allowed individual defend actions and damage saves. It may be used as a Shoot or Throw attack (assuming the character has the skill and the weapon ammo allows for the capability), with all related and general combat modifiers applied normally. If the skill check fails or the target makes a successful defend, the attack misses.
  • Prerequisites:  Eight skill points in Ranged Combat
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Chuck Sperati
(M) Precision
  • Attribute:  Perception
  • Type:  Attack
  • Time:  One action
  • Description:  Characters with this skill are able to make devastating shots to specific body parts. With a successful skill check, the target is required to save against the appropriate disabling effect, depending on the body part struck and damage taken, and suffers damage to their health and/or body scores. In addition, the Called Shot modifier is reduced by one point per two skill points in Ranged Combat. This may be used as a Shoot or Throw attack (assuming the character has the skill), with all related and general combat modifiers applied normally. If the skill check fails or the target makes a successful defend, the attack misses..
  • Example of use:  Attack the arm to keep the opponent from using a weapon in combat, hit an opponent in the leg to keep them from escaping, go for a knockout with a shot to the head, etc.
  • Prerequisites:  Eight skill points in Ranged Combat
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Chuck Sperati
(M) Ranged Disarm
  • Attribute:  Agility
  • Type:  Attack
  • Time:  One action
  • Description:  Those with this skill are able to deprive the target of their weapon or other held object with the use of a proficient ranged weapon, without causing damage. On a successful skill check the weapon or object is knocked away a number of yards equal to the skill rank. A Reaction save or related defend skill may be attempted to retain the grip on the weapon or object, with a -1 modifier per skill point in Ranged Combat. If the target's save is successful, the skill check fails, or the target makes a successful defend, the attack misses.
  • Prerequisites:  Eight skill points in Ranged Combat
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Chuck Sperati
(M) Trick Shot
  • Attribute:  Perception
  • Type:  Attack
  • Time:  One action
  • Description:  Those with this skill are able to perform fantastic maneuvers when making attacks with a ranged weapon. The type of maneuver is largely dependent on the situation, but will often involve bouncing shots off something to hit something else, shooting through a tiny opening to hit a target, or firing at a tiny or fast moving object. There must be a logical path to the target and difficulty modifiers may be applied based on the overall complexity of the maneuver, as a general rule, a difficulty modifier is added for every obstacle that must be overcome to hit the target after the first. It may be used as a Shoot or Throw attack (assuming the character has the skill), with all related and general combat modifiers applied normally. If the skill check fails or the target makes a successful defend, the attack misses.
  • Example of use:  Bounce a thrown shield off two columns to strike a foe, shoot a target standing behind a door through the keyhole, firing at a grenade that is being thrown by an opponent to cause it to explode, etc.
  • Prerequisites:  Eight skill points in Ranged Combat
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Chuck Sperati