Ranged Combat Traits: Difference between revisions

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Created page with "Return to AI:L Trait List<br> '''Jibrilite Duelling Style (1 trait point)'''<br> A formalized duelling style created in Jibril for tests of etheric and martial prowess..."
 
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'''Jibrilite Duelling Style (1 trait point)'''<br>
'''Close Combat Gunslinger''' (2 trait points)
A formalized duelling style created in Jibril for tests of etheric and martial prowess between nobles. It makes full use of the Arclave's ability to create and cleave through matter, and allows the duelist to apply their thaumatechnical knowledge.<br>
Within 10m pistols count as melee close combat weapons as well as ranged weapons.
+5 to AC against ranged and melee attacks so long as there is an enemy within 10m
+1 Advantage gained for hitting enemies without cover within 10m
Can pay Focus to use pistol attacks as lead up or follow through actions after strikes or grapples.


When in Offensive Stance gain +1 Edge to initiative.<br>
        2 Advantage: "Fast Reload," Reload as a free action without resetting advantage.
As a defensive action can spend 1 Aether and roll Physique + Thaumatech against a threshold of 5 to give the light trails of the Arclave physical form. Each success creates one trail.  Trails can be used to:<br>
        4 Advantage: "Close and Personal," Rapid Fire against multiple close combat targets at +1 rate, using highest AC as base for threshold.
::Add a +2 to defensive actions
        6 Advantage: "Twitch Reflexes," Automatically dodge all ranged attacks in the current turn as a free interrupt.
::Add 5 DR (etheric, charged) against ranged attacks
        8 Advantage: "Bullet Dancer," Gain +10 to your ranged AC for the rest of the combat. Activate as a free action.
::Conduct a 20m thrown ranged attack with the sword as a standard action (this attack does not benefit from physical factor multipliers)
        10 Advantage: "Two Hands," gain an extra ranged action with a pistol on each of your turns for the rest of the combat. Activate as a free action.
::Conduct a free riposte
The light trails cannot leave the square in which they were created and will dissipate if the duellist leaves. The duellist cannot have more light trails active than their Intellect + Thaumatech skill at any one time.


Prerequisites: Hero 1, Firearms 4, Unarmed 4


'''Zenith Ultimate Sword Sovereignty Style (3 trait points)'''<br>
'''Quick Draw Gunslinger''' (1 trait point)
A devastating melee art developed by the Imperial Zenith Knights, intended to be the ultimate magical melee combat style. It makes Zenith Knights nearly unbeatable in close combat.<br>
Can only be used with pistol weapons.
 
+2 Edge bonus to Initiative in the first round of combat.
Switch between close combat stances as a free interrupt.<br>
Double all stance advantage bonuses.<br>
Gain +1 Combat Advantage whenever you gain advantage due to close combat or Exploit expenditure.<br>
Once per round, regain 1 Exploit of your choice when you remove an opponent's Health Level.<br>
Trigger spells as lead-up or follow-on attacks for 1 Aether.<br>
Pay one Exploit of your choice to conduct follow-on melee attacks while in Offensive stance.<br>
Pay one Adrenaline to add +10 to Athletics for one turn.<br>
Pay one Focus to add +10 to Alertness for one turn.<br>
Pay one Willpower to add +5 to Concentration for one turn.<br>
Pay one Aether to add +5 to Aether Channel for one turn.<br>


        Gain 3 advantage for winning initiative over all opponents in the first round of combat.
        Gain 2 advantage for winning initiative over at least one opponent in the first round or combat.
        Gain 1 advantage for winning initiative over all opponents in any round of combat. (all bonuses are cumulative)


Prerequisites: Firearms 4, Alertness 4






Return to [[AI:L Trait List]]<br>
Return to [[AI:L Trait List]]<br>

Revision as of 14:33, 29 May 2019

Return to AI:L Trait List


Close Combat Gunslinger (2 trait points) Within 10m pistols count as melee close combat weapons as well as ranged weapons. +5 to AC against ranged and melee attacks so long as there is an enemy within 10m +1 Advantage gained for hitting enemies without cover within 10m Can pay Focus to use pistol attacks as lead up or follow through actions after strikes or grapples.

       2 Advantage: "Fast Reload," Reload as a free action without resetting advantage.
       4 Advantage: "Close and Personal," Rapid Fire against multiple close combat targets at +1 rate, using highest AC as base for threshold.
       6 Advantage: "Twitch Reflexes," Automatically dodge all ranged attacks in the current turn as a free interrupt.
       8 Advantage: "Bullet Dancer," Gain +10 to your ranged AC for the rest of the combat. Activate as a free action.
       10 Advantage: "Two Hands," gain an extra ranged action with a pistol on each of your turns for the rest of the combat. Activate as a free action.

Prerequisites: Hero 1, Firearms 4, Unarmed 4

Quick Draw Gunslinger (1 trait point) Can only be used with pistol weapons. +2 Edge bonus to Initiative in the first round of combat.

       Gain 3 advantage for winning initiative over all opponents in the first round of combat.
       Gain 2 advantage for winning initiative over at least one opponent in the first round or combat.
       Gain 1 advantage for winning initiative over all opponents in any round of combat. (all bonuses are cumulative)

Prerequisites: Firearms 4, Alertness 4


Return to AI:L Trait List