Sunday, April 3, 2011

NEOPHYTE 9

Here's the final Class from Lord Fluffy. Other than some very alternate stuff he came up with, that's the last of the new/alternate/whatever rules from Fluffy. He apparently revised and added to these and made the files available on a file sharing site, but they no longer exist. If anyone has them or knows where they might be currently hosted, lemme know. 

Shootist
1. Gun Fu
2. Akimbo
3. Armor Piercer
4. Bullet Bender
5. Magic bullet

Shootists are masters of firearms, archery and distance weapons in general. They are wizards with such weapons and can do amazing things.
Of a note, all powers a shootist may manifest may be used at once (except magic bullet and two fisted mojo) .

Gun Fu:
Distance: As weapon Time: Constant Uses: Constant
You may fire a ranged weapon into close combat without fear of hitting anyone but your intended target. For that matter, you may use guns and crossbows in melee combat, gaining the point blank bonus.
Also, you gain an uncanny awareness with firearms and are able to do things like shoot over your shoulder without looking or fire accurately while sliding down a bannister. This allows you to ignore penalties for darkness or blindness and half penalties for movement with ranged weapons.

Akimbo:
Distance: As weapon Time: 1 Turn + 1 turn per rank of skill in the weapon used Uses: 2/Day
If you are holding a weapon in each hand (thrown weapon, crossbow, flintlock pistol, needler, pistol, etc), you may use either make 1 extra attack on another target (at your normal attack score) or add +4 to hit and do 1.5 damage to one target (round down). Each attack expends a normal amount of ammo from each weapon.
You may use this ability with a normal bow by knocking two arrows, but if making an extra attack, both targets must be in front of you and within 45 degrees of each other.

If you have more than two hands (due to cybernetics or other effects), you may use one gun in each of those hands as well. For each additional weapon, either add one attack or +2 to hit and .5 additional damage.

You may also use the second application with melee weapons. This power has no effect on unarmed attacks.

You may only use Akimbo one way in a given turn, gaining extra attacks or gaining bonuses but not both. If you choose the second, you may only use this bonus on 1 attack in that turn. You may switch between methods on different turns, however. You may, with a high enough Attack, have up to 14 total attacks per turn using this power. You may not have more, regardless of how many arms you have.

Armor Piercer
Distance: As weapon Time: 1 turn Uses: 3/Day
You become aware of chinks in people’s armor and are able to target them with great effectiveness. You may ignore non-magical armor for all ranged attacks for one turn. This has no effect on Dodge or Shields.

Bullet Bender
Distance: See Below Time: 1 turn Uses: 3/Day
You become so in tune with ranged weaponry that you may bend the trajectory of your weapon in ways physics does not approve of normally. As a result, you may, for one turn, ignore a targets Dodge, shields and penalties for cover. This also allows you to effectively double the range of any projectile weapon in your hands.
You may not bend the trajectory more than 90 degrees.

Magic Bullet
Distance: As weapon Time: 1 turn Uses: 2/Day
For a moment, you can make your weapon do impossible things, like hitting numerous targets with a single projectile.
For one attack (not one turn) per use of Magic Bullet, you may do your full damage to a number of targets equal to your power. Also, the bullet is actually magical for that attack and effects targets wearing magic armor.
This attack always uses just one shot from the weapon. It may not be used with automatic fire or akimbo.

1 comment:

  1. I host them over here now:
    http://www.marshallmakesmedia.com/role-playing-games/

    Peace
    -L.F. :)

    ReplyDelete