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IClimbClouds

Mark The Man. He's An Archer. Nice Guy.

Dec 26th, 2014
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  1. Marksman
  2. [Class] [+2 Attack]
  3. Prerequisites: (Edge), Novice Combat, Novice Perception
  4. Static
  5. Effect: You gain the Sniper Ability.
  6.  
  7. Aiming Down The Sights
  8. [+2 Attack]
  9. Prerequisites: Marksman
  10. At Will - Shift Action
  11. Choose One Effect: Your next Weapon Attack with a long-range Weapon gains +2 to its Accuracy Roll; or your next Weapon Attack has its Critical Range increased by 2; or each is increased by +1. This effect lasts until used or until the start of your next turn.
  12.  
  13. Quick Step
  14. [+2 Attack]
  15. Prerequisites: Marksman
  16. At Will - Swift Action
  17. Effect: You shift up to 2 Meters. Quick Step does not allow you to travel more than your total Movement Capability during a given round.
  18.  
  19. Overwatch
  20. [+2 Attack]
  21. Prerequisites: Marksman, Adept Perception or Combat
  22. At-Will - Standard Action
  23. Effect: You create your choice of a Line X or a Blast 3 with a range of X-1, where X is your Weapon's Range. Until the end of your next turn, if a foe moves in or out of that area, you may make a Ranged Weapon attack, Frequency allowing, against that foe. You may not attack a specific foe more than once per round this way. While this is in effect, if you Move from your current location, Overwatch's effect is lost.
  24.  
  25. Can't Outspeed Arrows
  26. [+2 Attack]
  27. Prerequisites: Marksman, Expert Perception or Combat
  28. 1 AP - Full Action, Priority
  29. Effect: You may make a Weapon Attack with a Long-Range Weapon.
  30.  
  31. Crippling Shot
  32. [+2 Attack]
  33. Prerequisites: Marksman, Expert Perception or Combat
  34. 2 AP - Full Action
  35. Effect: Make a Ranged Struggle Attack attack with a -2 penalty to Accuracy. If you hit, the attack deals Damage as if it was resisted one step, but the target becomes Slowed, loses 1 Speed Combat Stage, and you initiate a Trip Maneuver against the target. You may use your Perception Skill to resolve the Opposed Check if you wish.
  36.  
  37. Dead-Eye Shot
  38. Prerequisites: Marksman, Master Combat or Perception
  39. Scene x2 – Standard, Priority
  40. Effect: Use of Dead-Eye Shot must be declared at the start of the round. Nothings happens at this time. At the end of the round, the user may use their Shift Action, and then make a Ranged Attack and roll twice for Accuracy. You may resolve the attack using either result, but if you choose to use the lower result and the attack hits, it is automatically a Critical Hit.
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