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Studies
The
Study of
Marksmanship
The Study of Marksmanship concerns
everything
related to skill in ranged attacks and the competent use of
"conventional" ranged weapons. Compared to melee fighters, those who
specialize in this Study enjoy attacks that are often more powerful and
harder to dodge, as well as all the obvious benefits of being able to
attack at a distance. All other things being equal, range and damage
will win the day. Of course, ranged combat in Lur-Asko tends to
complicate that principle, with many elements of Technology and Arcana
providing an array of countermeasures against ranged weapons.
Stat
Requirement to Enter
Study: None
Notes for
New Characters
This Study should not be the
focus of the entire party, but a party that lacks any ranged
capability is
practically begging for an enemy to come along and exploit this
weakness. Specialists in this Study tend to be thwarted by adversaries
using kinetic shields and energy shielding, but are able to efficiently
defeat large numbers of more normally-equipped
foes. Meanwhile, adventurers focused elsewhere tend to diversify into
Marksmanship in order to use exotic ranged weapons from other Studies
more effectively.
Marksmanship
Lore
Skill in the use of ranged
weapons has had its place since prehistoric times, when sentient
species invented the first bows and slings simply to survive. Ranged
talent was equally important in Alacrian civilization - marksmen were
invaluable in taming the frontiers and settling dangerous lands, and
their skills spread out into many technologically-advanced weapons. For
a time in the Alacrian Golden Age, marksmanship became virtually the
only form of combat. Ranged weapons were so advanced, so powerful,
that "crude" melee fighting became an anachronism practiced only by
"savages" on the outskirts of civilization. While kinetic shields and
energy shielding also existed towards the end of this period, they were
a largely-irrelevant academic curiosity. Those the Alacris faced in
combat
- wild beasts and primitive tribes - possessed no such
defenses.
That all changed during the Draconic
Wars, when
armies of white acolytes from Eer'Kalla used the Alacris' own
technology against them. As melee combat was rediscovered and the first
melee high martial arts were founded, the once-supreme schools of
marksmanship struggled to redefine themselves and find their place in
this new battlefield. Over the course of the war, the
initially-panicked ranged specialists were relieved to discover that
their skills still had a place. Even arcanists needed to be taught how
to aim a fireball, and energy shielding could reliably protect
only the most-vital portions of the front. Exuro technology
began to overtake magnetbows, providing a low-power but easily
replenished source of energy damage - absolutely vital for whenever the
closest Aterr's power ran dry. By diversifying into what is now called
the Study of Technology, yesterday's marksmen became tomorrow's
inventors, applying their skills to a new generation of specialized and
complicated ranged weapons.
By the end of the Draconic Wars, the
Alacrian
marksmen had recovered their trade and developed it into several ranged
high martial arts, each of which were just as polished as those of
their melee-focused comrades. Even after the Fall of the Alacris,
Lur-Asko's warriors have continued to develop these arts and even
create new ones.
Ranged
Insight
To a certain extent (and for a limited
time), muscle
memory and training can fill in for the extreme mental focus
required by advanced ranged moves. Once
you have a Marksmanship Ability that uses insight, you begin tracking ranged
insight. Ranged insight is identical to
normal
insight, except that it can only be used for Marksmanship Abilities;
you can use it first in order to save some normal insight for other
Studies. Unlike normal
insight,
ranged insight is refilled to its maximum whenever you have at least 2
minutes to rest. Its
maximum begins at 4; the maximum is increased whenever you gain a tier,
by an amount equal to 1/4 of the tier gained:
| Marksmanship
Tier |
1
|
2
|
3 |
4 |
5 |
6 |
7 |
8 |
9 |
10 |
11 |
12 |
13 |
14 |
15 |
16 |
17 |
18 |
19 |
20 |
21 |
22 |
23 |
24 |
25 |
26 |
27 |
28 |
29 |
30 |
| Maximum
Ranged Insight |
4
|
4
|
4 |
5 |
6 |
7 |
8 |
10 |
12 |
14 |
16 |
19 |
22 |
25 |
28 |
32 |
36 |
40 |
44 |
49 |
54 |
59 |
64 |
70 |
76 |
82 |
88 |
95 |
102 |
109 |
The maximum can be modified by certain
Abilities and
Attributes. Ranged
insight
cannot exceed its maximum at any time, even if gained mid-combat
through Abilities or Attributes.
A single expenditure of insight can be
split between ranged insight and normal insight. For example, if you
must spend 7
insight for a Marksmanship Ability, you
can spend 4 ranged insight and 3 normal insight.
Ranged
Attacks, Competency,
and the Ranged Competency Ability Rules
regarding ranged
attacks for all characters (even
those with no tiers in Marksmanship) can be found in Combat. To summarize, all
characters may make incompetent
attacks with any weapon
they meet the stat requirements to wield, provided they succeed on a
d20 offense roll on DEX and do not attack beyond short range. The
defense roll is d20 on DEX. If they are considered competent with the
ranged weapon
they are currently wielding, all characters may make competent attacks,
which have
easier offense rolls and are effective at longer
range. Marksmanship Abilities involving your attacks only
apply to
competent ranged attacks unless otherwise stated.
All Marksmanship Backgrounds
automatically grant you
the Ranged Competency Ability at your 1st tier. Be sure to check the
rules for this Ability below, and select your first category of weapons
to become competent with.
Announcing
Ability Use
Any Ability which has some type of cost
or affects a
roll must be announced to the GM
before making the relevant offense or defense roll (except for reactive
+TNs, which are not used until after the roll). Any insight or fatigue
cost must be paid immediately
upon using the Ability, regardless of the success of the
attack.
Abilities that simply provide a constant benefit
without a cost are presumed to always
be in use if valid and do not need to be announced.
Range,
Offense Rolls, and
Critical Hits
All
ranged weapons list 3 basic offense rolls for 3 ranges, in a format
such as d6/d12/d20. Respectively, these refer to offense rolls for
short, medium, and long range attacks. An
incompetent character can
only use a ranged weapon to attack enemies at short range, and only
with an offense roll of d20 on DEX (regardless of what roll the weapon
lists for short range).
Critical
hits never occur at long range unless you use the
Long-Range
Precision Ability. If
a weapon lists
offense rolls such as d6/d20/X, the X indicates that it can never
perform attacks at long range, nor critical hits at medium range,
regardless of Abilities.
Many Marksmanship
Abilities add Hindrance to your offense roll, or have separate rolls of
their own in the same attack. If the offense roll or
these
other
rolls fail by any amount, the entire attack misses.
Marksmanship
Backgrounds Broadly speaking,
Marksmanship
Backgrounds are not
really tied to how a character developed their skills, but the purposes
for which they did so. Those with different Backgrounds are usually not
rivals, but simply influenced by their past to dedicate themselves
to different roles on the battlefield.
Outflanker
(Costs 3 LP)
Your pursuit of the ranged arts is often a literal
pursuit; whereas other shooters fight from cover, you embrace mobility,
chasing down your enemies or taking aim from their vulnerable flanks.
This Background describes many of Lur-Asko's mounted archers and
gunslingers, but can also be useful for those on foot, especially if
they train athletically for speed. Those who seek a seamless transition
between melee and ranged combat will also find many useful techniques
in this style.
Outflankers gain
the Ranged Competency Ability as
an extra benefit at
1st tier,
and the Ranged HMA Mastery Ability at 9th tier.
Suggested
Abilities: Shooting Stances, Acrobatic Defense, Multitask Stance
Sharpshooter
(Costs
3 LP)
You pursue the ranged arts not only in practice, but
in theory as well. You tend to view fights in a more technical way, and
can probably recite the stances and forms of several high martial arts.
Your training lacks the specialization of the other Backgrounds, but
makes up for this in versatility, quick thinking, and a strong offense.
Those ranged fighters who do not need a peculiar devotion to cover,
distance, or speed tend to be well-suited to the art of the
sharpshooter, especially if they combine it with arcane,
technological, or teamwork-based defenses.
Sharpshooters gain the Ranged Competency Ability as an extra benefit at
1st tier, and the Ranged HMA Mastery Ability at 8th tier.
Suggested
Abilities: Shooting Stances, Expert Aiming, Basic Ranged Defense
Sniper
(Costs
3 LP)
You pursue the ranged arts because
distance is the
best defense. You view accuracy in absolute terms - the ability to put
your shots on the mark at much longer distances. The "loners" of your
kind are lauded in bardic tales for being able to lay waste to whole
groups of beasts and bandits with impunity. More often and more
practically, you might amplify the efforts of your adventuring party,
extending their reach or supporting them with crossfire from a distant
perch. In any case, you will benefit from weapons that focus on
maximizing range, and you might consider diversifying into the Study of
Stealth to avoid retaliation.
Snipers gain the Ranged Competency Ability as an extra benefit at 1st
tier, and the Ranged HMA Mastery Ability at 9th tier.
Suggested Abilities: Weapon
Bracing, Distance
Aiming, Long-Range Precision
Speedshooter
(Costs
3 LP)
You pursue the ranged arts for accuracy,
but you
tend to measure accuracy in seconds. Putting a high volume of fire on
target is your specialty, and you probably prefer weapons that reward
your particular skills. Bows, firearms, and Skretan high-noon duels are
traditionally associated with your Background, but certain advanced
energy
weapons can also suit your needs. Speedshooting can squeeze a higher
amount
of damage from such weapons, and also affords you a much greater
ability to quickly deal with large groups of enemies.
Speedshooters gain the
Ranged Competency Ability as an extra benefit at 1st tier, and the
Ranged HMA Mastery Ability at 9th tier.
Suggested
Abilities: Shooting Stances,
Rapid Fire Attack, Basic Ranged Defense
Trenchfighter
(Costs
3 LP)
Perhaps you were trained to man defensive
fortifications, or perhaps you just recognize that many ranged battles
tend to devolve into everyone taking haphazard shots around whatever
cover they were able to dive behind. Therefore, you focus on how to use
cover most effectively, and how to eventually land a hit on an enemy
behind their own. Some adventuring parties train to use exotic defenses
instead of regular cover, and sufficiently powerful ranged weapons can
make it irrelevant. Still, a vast amount of Lur-Asko's ranged fights
use cover, and with your training in minimizing its downsides,
there's every reason to make use of it.
Trenchfighters gain the
Ranged Competency Ability as an extra benefit at 1st tier, and the
Ranged HMA Mastery Ability at 9th tier.
Suggested
Abilities: Weapon Bracing, Cover Speed, Clear Shot
Novice
You are consideed new to the ranged arts. You
likely focus on
other Studies,
but needed at least the basics of Marksmanship to take your shots or
defend yourself from others. While this Background is
limited, it allows you free access to ranged competency, and can be
easily upgraded later in life.
Novices gain the Ranged Competency Ability as an extra benefit at 1st
tier. You are unrestricted by favoredness, but have a tier cap of 3.
Suggested
Abilities: Shooting Stances, Basic Ranged Defense, Expert Aiming
Elite
Backgrounds: RevolutionaryChanging
Backgrounds All Backgrounds can
change to
one another, if the
character
pays the difference in LP cost between the old and new Background (if
any), plus 1 LP, plus another 1 LP for every 3 base tiers they already
have in
Marksmanship. The latter two requirements do not apply to Novices, who
need
only pay the normal LP cost of their new Background regardless of tier.
A Revolutionary who ceases to adhere to Post-Declarationism immediately
changes into a Background of their choice, and does not need to pay LP
for this change.
Backgrounds
& Training Marksmanship Backgrounds
are
unrestricted in
training; all Backgrounds may train each other, and all may find
training in cities.
Ability
Favoredness Chart
Marksmanship
Abilities
Ranged
Competency All-favored
Automatically gained at
1st tier
This Ability grants competency in various categories of
weapons.
When you first obtain this Ability, you gain competency in at least one
category. Without competency in the weapon you are wielding, you can
only make incompetent ranged attacks.
Categories marked with a (2)
are more
difficult; you may choose one of them upon obtaining this Ability, or
two
categories marked with a (1).
-Bows (2)
-Crossbows (1)
-Energy (1)
-Firearms (1)
-Rocket Launchers (1)
-Grenade Launchers (1)
-Slings (2)
-Thrown (1)
Progression
Normal: For
every tier above 1st, you choose another competency category marked (1)
to gain, or save two tiers for a category marked (2).
This Ability cannot be emphasized or
maximized.
Acrobatic
Defense
Outflanker-favored
You may take 8 fatigue in order to gain a reactive
+TN equal to 50% of your SPD in a ranged defense roll. This Ability
cannot be used if you have 2 or
more degrees of encumbrance, any degree of Mobility Injury, or while
you are knocked down, mounted, flying, grappling, or fighting from
cover. The use of this Ability ends any touch between you and other
characters (whether you are the toucher or being touched), and you
cannot receive a non-grappling touch until your next turn.
Progression
Normal: The fatigue cost is decreased by 1/12 your tier.
Emphasized:
The fatigue cost is decreased by 1/6 your tier.
Maximized:
The fatigue cost is decreased by 1/4 your tier.
Anti-Armor
Precision
Sniper-favored
Sharpshooter-favored
Outflanker-favored
To use this Ability, you must add 2
Hindrance
to your offense roll. When you land a critical hit in a ranged attack
and choose the option to increase drive, this Ability
allows you
to increase drive by 20 instead of 10.
This Ability is only effective when
attacking a
character (not a vehicle or object).
Progression
Normal: At
5th tier, you
gain the option to spend 7 insight upon use to add 10 to your weapon's
drive (not limited to critical hits, for a total of +30 in a critical
hit). This insight cost is reduced by 1/8 your tier.
Emphasized:
At
any tier, you gain the insight option from Normal. The insight cost is
reduced by 1/4 your tier.
This Ability cannot be maximized.
Area Tactics All-favored
Whenever you
attack with an explosive or energy AoE (see AoE),
you may make a single change to the results of the hit chance rolls.
For example, you can choose one enemy that would not have been hit to
be
hit, or you can spare one ally from a hit they would have taken. You
may
not cause a character with 100% hit chance to not be hit, or cause a
0%-chance character to be hit. Aside
from this, you are unrestricted in your choice (including whether
or not you use caution, or any other rule that affects hit chances).
This Ability applies equally to energy
overeffect.
It has no effect on things other than
explosives or energy AoEs that just happen to use the same AoE rules,
nor does it have any effect on ZAoEs. It cannot be used with AoEs created during a Rapid Fire Attack.
Progression
Normal: At
20th tier, you may make an additional change in the same AoE.
Emphasized:
As Normal, but also at 10th tier.
This Ability cannot be maximized.
Basic Ranged
Defense
All-favored
This Ability reflects
greater skill in
erratic movements intended to throw off the aim of ranged attackers. It
provides a +TN of 3 in all ranged defense rolls.
Progression
Normal: The +TN is increased by 1/12 your tier.
Emphasized: As
Normal, but 1/6 your tier.
This Ability cannot be maximized.
Cover Speed Trenchfighter-favored
This Ability allows you to
find better cover
and get behind it more quickly. You may take cover as a slowing free
action (rather than a slowing major action).
Progression
Normal: The
armor bonus you gain from any cover is increased by 1/3 your tier.
Emphasized: As
Normal, but 2/3 your tier.
This Ability cannot be maximized.
Clear Shot Sharpshooter-favored
Sniper-favored
Trenchfighter-favored
By adding 2 Hindrance to
your offense roll,
you reduce the margin by which your target must fail a defense roll in
order to have their shield or cover ignored (normally 20) by 5 for
improved cover, or by 10 for normal cover.
This
Ability does not affect the failure margin required for a critical hit.
Progression
Normal: At 4th tier,
you gain the option to spend 7 insight to use this Ability with no
Hindrance. This insight cost is decreased by 1/8 your tier
Emphasized: At any
tier, you gain the 7 insight option as in Normal. The insight cost is
decreased by 1/4 your tier.
This Ability cannot be maximized.
Cover Guard Trenchfighter-favored
When using cover in a High
Clutter area, or
improved cover in any area, you take 1 degree of melee disadvantage
instead of 2.
Progression
Normal: At
6th tier, you
gain the option to spend 6 insight as a free action to take 1 less
degree of
melee disadvantage from all forms of cover (that is, none at all in
High Clutter or improved cover, and 1 degree in all others) for 1
round. You are
still restricted from using Abilities that cannot be used while
fighting from cover. The insight cost is reduced by 1/8 your tier.
Emphasized:
At
any tier, you gain the insight option from Normal. The insight cose is
reduced by 1/4 your tier.
This Ability cannot be maximized.
Distance Aiming Sniper-favored
To use this Ability, specify a single target at
medium or long range that you can
see, and roll d12 on INT as a slowing minor action. If successful, you
gain a +TN of 2 in any ranged offense roll you make against that target
this turn. You cannot use Rapid Fire Attack
or full-auto fire.
You may also use a slowing major action to
begin aiming at the target for the purposes of next turn's attack. This
requires the same d12 roll on INT, and the target must be at medium or
long range on both this turn and the next. If you succeed, and if you
also succeed on the roll for the above minor action on your next turn,
the +TN from this Ability is doubled.
Progression
Normal: The +TN (before any doubling) is increased by 1/12 your
tier.
Emphasized:
As Normal, but 1/6 your tier.
Maximized:
As Normal, but 1/4 your tier.
Drill Master
Sharpshooter-favored
This Ability allows you to decrease your maximum normal insight by 4 in
order to increase your maximum ranged insight by 6.
At the end of any 4-hour rest, you
may deactivate or reactivate the effects of this Ability, or use a
different portion of it (the amount of maximum ranged insight gained is
always 150% the amount of maximum normal insight lost). You cannot use
it in such a
way that it would reduce your maximum normal insight below 1.
Progression
Normal: The amount by which you may reduce your normal
insight maximum (originally 4) is increased by 1/2 your tier.
Emphasized:
As Normal, but increased by your tier.
Maximized:
As Normal, but increased by 1.5 times your tier.
Expert Aiming Outflanker-favored
Sharpshooter-favored
Trenchfighter-favored
As a minor action, you may use this
Ability to
prepare advanced
techniques to hit a defensive target. If you make a ranged attack on
the same
turn, you add 1 Hindrance to your offense roll. Your target must add
the same amount of Hindrance to their defense
roll.
This Ability cannot be used with a thrown weapon, as
these weapons move too slowly to take advantage of the techniques;
Thrown Weapon Expertise can allow you to ignore this rule for
short-range offense rolls.
Progression
Normal: For
every 6 tiers beyond 3rd, you may add an additional 1 Hindrance to your
offense roll.
Emphasized:
The total amount of Hindrance added to your offense roll from this
Ability may be up to 1/3 of your tier.
This Ability cannot be maximized.
Favorite
Weapon
All-favored
Upon
taking this Ability, you must associate it with a specific category of
ranged weapon you have selected in the Ranged Competency Ability. You
have a +TN of 2 in any offense roll with those weapons.
This Ability cannot be used with
Abilities
that function as weapons, but only conventional ranged weapons or
devices.
Progression
Normal: The +TN is increased by 1/8 your tier.
Emphasized:
As Normal, but 1/4 your tier.
This Ability cannot be maximized.
Full-Auto Skill Speedshooter-favored
By default,
projectile weapons with full-auto capability can only actually use
full-auto at short range, and only at a single target. This Ability
allows you to use such weapons to full-auto out to medium range.
This Ability also allows you to attack
multiple
targets with a single use of full-auto fire, splitting the damage. All
targets must be grouped-up with one another. The maximum number of
targets is 2 (before progression). Each target gets a separate
defense roll, and damage is divided equally between all targets (drive
is unchanged). Other Abilities which are valid for full-auto
fire take effect against all targets, with
no increase in any fatigue or insight spent (unless those Abilities
specify otherwise).
Finally, this Ability forces characters outside of cover to add
Hindrance in their defense rolls against your full-auto attacks. The
Hindrance is 2 if you attack a single target, or 1 if you attack
multiple targets. Characters in cover do not add this Hindrance.
Progression
Normal: The maximum number of targets is increased by 1/6 your
tier.
Emphasized:
As Normal, but 1/3 your tier.
This Ability cannot be maximized.
High Noon Focus Sharpshooter-favored
Speedshooter-favored
As a free action, you may spend 5 insight immediately prior to
beginning a ranged attack on an enemy; this grants you 1 Easing in
ranged
defense rolls against that enemy, and forces them to add 1 Hindrance in
any ranged defense rolls against you. However, you must add 1 Hindrance
in ranged defense rolls against any other character. These
effects continue for
the rest of the battle, or until deactivated. You may only deactivate
this
Ability as a free action on your own turn; even if your targeted enemy
dies, the Hindrance against others continues until you can
deactivate this Ability. You must deactivate it before using it on a
different character, but may do both as part of the same free action.
Insight is only spent when activating the Ability.
You may also use this Ability as a
counter to
itself, activating it without an action, immediately prior to a defense
roll against an
attacker who is using High Noon Focus on you, provided you neither used
nor deactivated the Ability on your own previous turn. This cannot be
done in response to a stealth attack. The insight cost is the same as
activating the Ability normally.
This Ability is ineffective at long
range. If your
range to the target increases to long, it temporarily ceases to provide
any effects in relation to the target, though the Hindrance against
other enemies continues until you deactivate the Ability properly.
If you also have Dueling Focus (Close
Combat), you
cannot have it active at the same time as this Ability.
Despite the name of this Ability
(derived from
Skretan high-noon-duel culture), it is effective at any time of day.
Progression
Normal:
The insight cost is reduced by 1/12 your tier.
Emphasized:
The insight cost is reduced by 1/6 your tier.
Maximized:
The insight cost is reduced by 1/4 your tier.
Hit the Dirt Outflanker-favored
If you are not flying, knocked down, mounted, or using cover, you may
spend 7 insight to gain a reactive +TN of 5 in any ranged defense roll;
you immediately suffer a knockdown. You can ignore the knockdown if you
have a means of doing so - such as by being a Koh-Trr, or via an
Ability such as Kip-Up (Athletics) - but still cannot use
this
Ability again until after your next turn. Any use of Acrobatic Defense
is ended by the use of this Ability after resolving the defense roll.
Progression
Normal: For every 12 tiers, the insight cost is reduced
by
1, and the reactive +TN is increased by 1.
Emphasized:
As Normal, but every 6 turns.
Maximized:
As Normal, but every 4 turns.
Indirect Attack
Trenchfighter-favored
This Ability
represents skill in
rolling, bouncing, or lobbing grenades to hit well-protected
characters.
Whenever you competently attack a character at short range with a
weapon that uses the
Thrown proficiency and has an effect resolved via AoE rules, you may
purposely miss your target on a successful offense roll, but fully
remove their cover armor bonus when resolving
the area effect. Any other character touching or grappling with your
target also suffers this.
Progression
None. This
Ability cannot be emphasized or maximized.
Insightful
Observation
Sharpshooter-favored
This Ability
allows you to gain ranged insight as a free action by rolling d12 on
INT. If successful, the amount of ranged
insight gained is equal to your bINT.
Once this Ability is used (whether the
attempt
succeeds or fails), it cannot be used again until after a 2-minute rest.
Progression
Normal: The
amount of ranged insight gained (normally bINT) is increased by 1/4
your
tier.
Emphasized: As
Normal, but 1/2 your tier.
Maximized:
As Normal, but 3/4 your tier.
Long-Range
Precision
Sniper-favored
This Ability allows your
long-range attacks
to land critical hits, at the cost of 3 Hindrance to your ranged
offense roll.
Progression
Normal: The
Hindrance is decreased to 2 at 14th tier.
Emphasized:
The Hindrance is decreased to 2 at 7th tier, and to 1 at 14th tier.
Maximized:
The Hindrance is decreased to 1 at any tier, and to 0 at 14th tier.
Mounted
Ranged
Competency Outflanker-favored
This Ability
allows you to make competent ranged attacks while mounted on a saddled
animal or automount. Without both this Ability and competency in the
weapon(s) you are wielding, you can only make incompetent ranged
attacks
while mounted. This Ability does not remove the Hindrance added to
ranged offense rolls by being mounted, or by a moving mount.
Progression
Normal:
At 4th tier, you no longer
require a hand to direct your mount.
This Ability cannot be emphasized or
maximized.
Multitask
Stance Outflanker-favored
To use this Ability, you must have a
conventional
ranged weapon in one hand, and a competently-wielded shield or melee
weapon in the
other. You may use this offhand item to support your ranged weapon,
gaining one of the two following effects:
-You may wield the ranged weapon
one-handed, even if you only meet its two-handed stat requirements.
-If you already meet the ranged weapon's
one-handed
stat requirements, you may wield it one-handed without adding the
normal offense roll Hindrance for doing so.
Whenever you make a ranged attack while
using this
Ability, the offhand item's Defense rating is reduced to 50% until your
next turn. Shield armor bonuses are not
affected. This Ability cannot be used while knocked down or mounted. It
does not assist in meeting any weapon's
Nimble requirements, nor can it be used with entirely two-handed ranged
weapons that do not list a one-handed stat requirement (such as rocket
launchers).
Progression
Normal:
The Defense reduction is changed to 75% at 10th tier, and removed at
20th tier.
This Ability cannot be emphasized or
maximized.
Point-Blank
Retaliation
Outflanker-favored
Trenchfighter-favored
You may spend 4 insight when making a ranged attack to remove all melee
interference Hindrance from your offense roll, provided you are solely
attacking a target(s)
who attacked you in melee since your last turn, or who is grappling
with you.
This Ability cannot be used with Weapon Bracing.
AoEs are valid for this Ability,
provided their direct target is a valid character.
Normal: The insight cost is reduced by 1/10 your tier.
Emphasized:
The insight cost is reduced by 1/5 your tier.
This Ability cannot be maximized.
Quick Reload Speedshooter-favored
This Ability allows you to roll d12 on DEX to reload a firearm,
railgun,
energy weapon, or grenade launcher
as a minor action instead of a major action.
It
also applies the same benefit to attaching a loading lever or windlass
to a crossbow (but not the actual act of reloading a crossbow). If
the roll fails, you waste your minor action, but may still reload as a
major action. If you
are
reloading a firearm with
the partial reload type and succeed on the roll, you may choose to
still spend a major action to double the number
of rounds reloaded.
This Ability cannot be used to change
volatite
crystals in devices unless the device is internally powered and has
"Ranged Weapon" in its title.
Progression
Normal: You gain a +TN in the DEX roll equal to 1/2 your tier.
Emphasized:
As Normal, but equal to your tier.
This Ability cannot be maximized.
Ranged
Foresight
Sniper-favored
This
Ability allows you to foresee a failed attack and prevent the loss of
ammo or stealth that would otherwise result if you went through with
it. If your offense roll failed by 4 or less, you
do not actually fire the shot. Any Ability insight, fatigue, or other
cost that occurs before the offense roll is not refunded, but you do
not expend any ammo, charge, insight, or other cost associated with
fueling the
attack itself. Your failed attack can double as a major action to
maintain High Stealth.
Progression
Normal: The
amount by which your roll may fail by is increased by 1/3 your tier.
Emphasized: As
Normal, but 2/3 your tier.
Maximized: As
Normal, but your whole tier.
Ranged HMA
Mastery All-favored
This Ability cannot be obtained before 5th tier. It allows you to spend 20 insight to
produce a
reactive +TN
from your advanced knowledge of a high
martial art. This Ability cannot
be used while knocked down or flying. The exact amount of
the reactive +TN and the rolls in which it can be used depend on the
martial art
selected - when you obtain this Ability, choose one of the following
arts:
Arz
Tangen: A reactive +TN of 4 in any ranged offense or
defense roll at short range. The insight cost is reduced by 5.
Arz Velamen: A
reactive +TN
of 10 in a ranged
defense roll when you are using cover and the attacker is using Clear
Shot. The insight cost is reduced by 5 if you adhere to
Post-Declarationism.
Atru-Manis:
A reactive +TN equal to your WILL in a ranged offense or defense roll
against a sentient enemy you have High Noon Focus active on. The
insight cost is reduced by 5 if you adhere to the Dark Path.
Steycho:
A
reactive +TN equal to your CON in a ranged defense roll when the
attacker is using Unpredictable Shot or Expert Aiming. The insight cost
is reduced by 5 if you adhere to Heritage Ascendancy or either Draconic
philosophy.
Plains
Form:
A reactive +TN equal to your INT in a ranged offense roll at long
range. The insight cost is reduced by 5 if you adhere to Rationalism.
Skot Murtayil:
A
reactive +TN
equal to your WILL in a ranged defense roll in which you rolled at
least 4
Hindrance. The insight cost is reduced by 5 if you adhere to
Methodianism or Prismatic Unity.
Skretan
Form:
A reactive +TN equal to your WILL in a ranged offense roll when you are
using Rapid Fire Attack, or during the first round of combat when
you've used Ranged Quick Draw.
The insight cost is reduced by 5 if you adhere to Nihilism.
Rashakhah:
A reactive +TN
equal to your SPD in a ranged offense roll when you are using Clear
Shot at short or medium range. This art cannot be used while mounted,
knocked down, flying, or using cover.
The insight cost is reduced by 5 if you adhere to Preamblianism. If
desired, you may
replace up to half of the insight cost with fatigue.
Most Marksmanship Backgrounds grant this
Ability for free at a
certain tier. If your Background grants you this Ability but you
already chose it at an earlier tier, you may swap that earlier
choice for a different Ability or emphasis, without expending your free
swap.
Only one HMA can be used at once. If you
also have
Melee HMA Mastery (Close Combat), you must choose one art or the other
to use at the beginning of combat or whenever you switch as a minor
action, identically to the rules for multiple ranged HMAs found in this
Ability's progression.
The insight cost for this Ability can be reduced for
a time by practicing at an HMA training hall in a major city (commonly
referred to as a dojo). If at least 2 hours is spent doing so, the
insight cost for the option pertaining to the dojo's HMA is reduced by
4 for the next 24 hours. You may only have this discount active on one
HMA
(either ranged or melee) at a time, even if you visit multiple dojos;
practicing in another dojo will replace the discount, not add another.
The cost reduction stacks with any other reduction listed by the
option. HMAs associated with a philosophy not widely accepted in the
realm may
only be found in the realm's largest cities, and dojos open to the
public may involve access fees or a wait to get in; for these reasons,
some adventurers establish their own dojos in their bases or ships (see
Custom Rooms).
Progression
Normal:
For every 6 tiers beyond the tier at which your Background grants this
Ability, you may choose another art from the above list. However, only
one art at a time can be active. You select your active art at the
beginning of combat, and may later change which art is active as a
minor action. Inactive arts are not available for this Ability's
effects.
Emphasized:
As Normal, but you choose another art for every 3 tiers beyond the tier
at which your Background grants this Ability.
This Ability cannot be maximized.
Ranged Quick
Draw
Speedshooter-favored
You may gain a +TN of 6 in any turn order roll. However, if you use
this Ability, the only actions you may take during the first round of
combat are ranged attacks, inventory actions to drop items or draw
ranged
weapons, or Ability or device actions directly related to a ranged
attack. Attacks with 'weapons' that originate from Abilities are not
valid for this Ability. You
must decide the use of this Ability before making the turn order roll.
No other Abilities with "Quick Draw" in the title may be used
simultaneously.
Progression
Normal:
The +TN is increased by 1/3 of your tier.
Emphasized:
The +TN is increased by 2/3 of your tier.
Maximized:
The +TN is increased by your tier.
Rapid Fire
Attack
Speedshooter-favored
This Ability
allows you to make multiple
shots in one attack. It can be used with any weapon that has a listed
RFD
(Rapid Fire Difficulty) that you are not currently operating in
full-auto mode. Regardless of any following rules, the total number of
shots cannot exceed 2 (before progression).
To use this Ability, add 1 Hindrance in your offense
roll. If your offense roll succeeds, divide the margin of success by
your
weapon's RFD; the result is how many extra shots beyond 1 you have the
option to fire in your attack. For example, if you rolled a 10 and your
TN is 16, you may fire 3 shots with a weapon that has an RFD of 3, or 4
shots if the RFD is 2 (and if your progression with this Ability is
sufficient).
Your shots may be allocated as you wish
between one
or multiple targets. If multiple targets, and the targets are at
different ranges, you must make the more difficult offense roll. Only
one defense roll is made for each target. Critical hits do not occur.
Bows and firearms do their
listed damage per shot, therefore landing
multiple shots will increase the damage. Drive is not changed.
Energy weapons are limited by the
recharge rate of
their capacitors, and typically cannot inflict more damage than they
would with a single shot. You may still use a Rapid Fire Attack to
spread their damage across multiple targets; simply decide how much
charge you fire in each shot, and use the listed "per charge" damage
(and likewise for insight or other resources, for weapon-equivalent
Abilities or exotic weapons that don't use charge).
Some energy weapon devices
have a "rapid fire charge limit." In this case, they may indeed
exceed their normal single-shot damage; you simply must not exceed
their normal damage with any one shot, and you cannot expend a total
amount of charge greater than the listed rapid fire charge limit.
Unless otherwise indicated, energy weapons have an RFD of 2.
Before making your offense roll, you
must announce
your intentions with this Ability, including how many shots, at what
targets, and (if applicable) how much charge at each. If your offense
roll is insufficiently successful, the later shots are not fired; you
cannot retroactively reassign charge or targets after rolling.
All simultaneously-used Abilities take effect during all shots, with
no increase in any insight spent. Expert Aiming is effective only if
you attack just one target.
For purposes of energy shielding, kinetic shielding, AoEs,
or energy
overeffect, consider each shot from Rapid Fire Attack to be a separate
attack.
Progression
Normal: The
maximum number of shots (originally 2) is increased by 1/6 your tier.
Emphasized:
As Normal, but 1/3 your tier.
Maximized:
As Normal, but 1/2 your tier.
Rapid Fire
Feint
Speedshooter-favored
This Ability
allows you to purposely
miss a shot when using Rapid Fire Attack, in order to startle or
mislead your target into a more vulnerable position. Whenever you use
Rapid Fire Attack against a single target,
you may sacrifice one shot to force your target to add 1
Hindrance to their defense roll. For the purpose of any other rules
(such as AoE hit chances or energy shielding), the sacrificed shot
counts as
though it missed due to a failed offense roll. During your attack, the
sacrificed shot must be fired before any of the "true" shots. If using
an energy weapon, the sacrificed shot must also contain at least as
much damage as any one of the intended true shots.
This Ability's Hindrance does not stack with the Hindrance from a
stealth attack; consider only the greater amount.
Progression
Normal: At
18th tier, you may sacrifice an additional shot for an additional 1
Hindrance. The attack must still be against a single target.
Emphasized:
As Normal, but at 9th and 18th tier.
Maximized:
As Normal, but at 6th, 12th, and 18th tier.
Shooting
Stances
All-favored
This Ability provides a +TN of 4 in all
ranged
offense rolls, and adds 1 Hindrance to your target's defense roll. It
can be used in all competent attacks, except when flying, or when using
Weapon Bracing instead.
Progression
Normal: At
5th tier, you
may spend 8 insight to gain a reactive +TN of 4 in any offense roll
valid for this Ability's normal +TN. This insight cost is reduced by 1/8 your tier.
Emphasized:
At
any tier, you gain the reactive +TN from Normal. The insight cost is reduced by 1/4 your tier.
This Ability cannot be maximized.
Technology
Competence -
Marksmanship All-favored
This Ability
allows you to operate certain devices and weapon modifications that
originated from the schools of marksmanship. This Ability grants you a
competence of Marksmanship: 1 (before progression).
Progression
Normal: Your
Marksmanship competence is increased by 1/4 your tier. The degree of
competence cannot exceed 50% of your bINT.
Emphasized:
As Normal, but 1/2 your tier.
This Ability cannot be maximized.
Thrown
Weapon
Expertise
Outflanker-favored
Sharpshooter-favored
Trenchfighter-favored
You may spend 7 insight as a free action to remove the restriction on thrown weapons
from Expert Aiming. Your attack must be at short range.
Progression
Normal: The insight cost is reduced by 1/8 your tier.
Emphasized:
As Normal, but 1/4 your tier.
This Ability cannot be maximized.
Unpredictable
Shot
Sniper-favored
You are skilled at timing
your attacks to the
enemy's less-prepared moments, whenever they are not watching you
closely. When you attack an enemy at medium range, you force them to
add 1 Hindrance
in their defense roll; at long range, the Hindrance is increased to 2.
This Ability cannot be used during stealth attacks; instead, during
your stealth ranged attacks, warning no longer has any effect.
This Ability cannot be used with Rapid
Fire Attack or full-auto fire.
Progression
Normal: At
6th tier, you
gain the option to spend 8 insight before the offense roll to increase
the Hindrance from this Ability by 1. This insight cost is reduced by 1/10 your tier.
Emphasized:
At any tier, you gain the insight option from Normal. The insight cost is reduced by 1/5 your tier.
Maximized:
As Emphasized, but the insight cost is reduced by 1/3 your tier.
Weapon Bracing Sharpshooter-favored
Sniper-favored
Speedshooter-favored
Trenchfighter-favored
This Ability
provides a +TN of 6 in
ranged offense rolls, and adds 1 Hindrance to your target's defense
roll. You may also reduce the two-handed STR requirement of a ranged
weapon to 2/3 (as well as the Nimble STR requirement, if applicable).
However, this Ability can only be used when fighting from cover. If you
are fighting from improved cover or a set-up pavise, the +TN is 8
instead.
This Ability cannot be used with bows or
thrown
weapons, nor can it be used at the same time as Shooting Stances. It
cannot be used against a target at engagement range who has made a
melee attack against you since your last turn, or who is grappling with
you.
Progression
Normal: At
5th tier, you
may spend 8 insight to gain a reactive +TN of 4 in any offense roll
valid for this Ability's normal +TN. This insight cost is reduced by 1/8 your tier.
Emphasized:
At
any tier, you gain the reactive +TN from Normal. The insight cost is reduced by 1/4 your tier.
This Ability cannot be maximized.
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