Ranged Feats
Heavy Gunner (1-5):
Prerequisites: StrengthStrength力量Muscle power and explosive force. Abbreviated STR in checks. 3, DexterityDexterity敏捷Agility, coordination, and physical reflexes. Abbreviated DEX in checks. 3, StaminaStamina耐力Health, toughness, and metabolism; the ability to withstand injury and illness. Abbreviated STA in checks. 3, FirearmsFirearms枪械Using, maintaining, and repairing guns, from pistols to heavy machine guns. 2 with the "Machine Guns" SpecialtySpecialty专业A focus within a Skill that gives a specialty bonus on related rolls.
You must use a firearm with the [Suppressive FireSuppressive Fire火力压制A standard action to sweep a line or cone with no penalty.] trait to use and gain any of this FeatFeat专长A special ability bought with XP or character-creation points.'s effects.
Level 1: Wild Spray
The machine gun was invented 50 years before the ballpoint pen, so you've had more time to practice blasting out piles of ammo than writing novels.
When the character uses [Suppressive Fire], they gain a feat bonusfeat bonus专长加值A bonus granted by a Feat. equal to this Feat's level on that Firearms attack rollroll检定Rolling your dice pool of d10s; each die showing 8 or higher is a success. Written like 'a Dexterity + Stealth roll'..
Level 2: Heavy Suppression
Your hail of bullets keeps them from raising their heads. Literally.
When the character uses [Suppressive Fire], its area counts as difficult terrain. Affected enemies can choose to ignore this difficult terrain; if they do, their successessuccesses成功数The number of dice showing 8 or higher in a roll. on all Reflex rolls within it are halved.
Level 3: Precision Suppression
After plenty of real combat, you now know how to pour your hail of bullets where and when it matters most, instead of just firing wildly.
When the character uses [Suppressive Fire], they can choose up to (their Firearms rating x 1) targets to be unaffected by it, and this doesn't affect your Firearms attack roll. Also, the character's [Suppressive Fire] gains 1 weapon damage.
Level 4: Storm of Steel
A storm woven from bullets may be no more precise, forceful, or powerful. The tornado has simply become a hurricane.
When the character uses [Suppressive Fire], its weapon damage rises by a further 1, and its area doubles. Also, targets affected by the character's [Suppressive Fire] take a circumstance penaltypenalty减值A modifier that subtracts from a pool or value. equal to this Feat's level on Reflex rolls made to savesave豁免A roll to resist a harmful effect: Will, Reflex, or Fortitude. against its damage.
Level 5: Army Sweeper
Give you a machine gun and you can wipe out an army. Your name is spoken alongside Rambo and Hayato Ijuin.
When the character uses [Suppressive Fire], its weapon damage rises by a further half their Firearms rating. If the character pays 1 WillpowerWillpower意志力A character's mental reserve, spent to boost rolls or fuel abilities. when using [Suppressive Fire], they can also raise its weapon damage by the higher of their Legendary Strength or Legendary Dexterity.
Gun and Blade (1-5):
Prerequisites: IntelligenceIntelligence智力Knowledge, memory, and reasoning. Abbreviated INT in checks. 3, BladeBlade白刃The Skill for fighting with swords and other melee weapons. 3, Firearms 3, and holding a Blade weapon in one hand and a firearm with a SizeSize体积How big a creature or object is. It affects reach and some rolls. of 3 or less in the other
Level 1: Cross Cover
Description: shoot, switch to the sword, shoot again. Nice.
Effect: after you make a ranged shooting attack with the firearm, your next Blade attack with the Blade weapon gains a feat bonus equal to this Feat's level on the attack roll, and vice versa.
Level 2: Bluster
Description: "Swish swish swish swish." "I am Ashina Isshin, Sword Saint of the Ashina style." "Bang!"
Effect: as a standard actionstandard action标准动作Your main action, such as an attack or using an ability., you can attack a target once with the firearm and once with the Blade weapon; these are two attacks. The first attack deals no damage, and the target opposesopposed roll对抗A roll whose DC is the opponent's successes, like racing someone or shoving them aside. its successes with PERPerception感知Noticing your surroundings, spotting changes, and picking out details quickly; also insight and intuition. Abbreviated PER in checks. + EmpathyEmpathy感受Understanding and sharing other people's feelings and motives. (Read People). If the target fails, it loses Dodge DefenseDodge Defense闪避防御Defense from getting out of the way. equal to its margin of failuremargin of failure失败数How many successes a roll fell short of the DC by. against the second attack.
Level 3: Trickster's Opening
Description: hesitation is defeat.
Effect: on your first attack each roundround轮The time in which everyone in a fight acts once., if you feint, you can add DPdice pool骰池How many d10s a roll uses, usually Attribute + Skill + modifiers. Written DP. equal to the extra successesextra success附加成功Bonus successes from high Attributes, Skills, and other sources. They only add to a roll that already succeeded. from your Firearms or Blade rating to the feint contest, as an insight bonusinsight bonus洞察加值A bonus from foresight, intuition, or special understanding..
Level 4: By Any Means
Description: "Taste my quick-draw!" "You bastard, why'd you pull a gun?!"
Effect: after a feint contest, if the character wins, they can borrow next round's standard action to make a Blade attack against the target without adding their SkillSkill技能A learned ability. Attribute + Skill makes most dice pools., and that attack gains a 6 DP insight bonus.
Level 5: Ashina Style
Description: Ashina swordsmanship is invincible.
Effect: in a feint contest, you can gain a DP bonusbonus加值A modifier that adds to a pool or value. Bonuses of the same type usually don't stack; use the highest. equal to the weapon damage of the Blade weapon or firearm you are holding, up to half your Intelligence.
Sniper Master (1-5):
Prerequisites: Dexterity 3, ComposureComposure沉着Calm and quick thinking; keeping your head under pressure. Supernaturally, the vitality of the mind. Abbreviated COM in checks. 3, ResolveResolve决心Decisiveness and determination, and stubbornness too. Supernaturally, the strength of the spirit. Abbreviated RES in checks. 3, Firearms 3 with the "Rifles" Specialty
You must use a firearm categorized as "Rifles" to use and gain any of this Feat's effects.
Level 1: Shooter's Focus
With a gun in your hands, you forget every danger and pain.
The character gains a feat bonus equal to this Feat's level on ranged attack rolls with rifles.
Level 2: Patient Aim
A long silence heralds the fatal shot.
When the character makes an aimedaim瞄准Spending actions to line up a shot for a better hit. attack, the cap on the bonus aiming can give rises by this Feat's level. Also, the character always counts as having aimed for 1 round when making ranged Firearms attacks.
Level 3: Tactical Intervention
Split-second choices and an iron will let you seize the smallest opening for a precise shot.
When the character makes an aimed attack, each round of aiming lets them ignore 1 point of the target's defense bonus from cover. The cover bonuscover bonus掩蔽加值A defense bonus from concealment or cover. you can ignore is at most the cap on the bonus you get from aiming. Also, the character always counts as having aimed for 1 round when making ranged Firearms attacks; this stacks with the level 2 effect.
Level 4: Pinpoint Strike
Precise attacks find every gap in the target's defense.
When the character makes a ranged attack with a rifle, you can turn some or all of the attack DP gained from aiming into the same amount of extra [Armor PiercingArmor Piercing破甲[Armor Piercing X]: the attack strips X points of the target's armor, shield, and Natural Armor defense.], or ignore the same amount of called-shot penalty.
Level 5: One Shot, One Kill
When you pick up your rifle, everyone hits the dirt. It's that simple.
As a swift actionswift action迅捷动作A very quick action, usually once per turn., the character can take an untyped penaltyuntyped penalty无名减值A penalty with no type; untyped penalties stack. of up to this Feat's level on all their ranged Firearms attacks this round, gaining the same number of extra successes.
BombardmentBombardment炮击An area attack on a target zone; everyone inside makes a Reflex save. Master (1-5):
Prerequisites: Strength 3, Intelligence 3, Firearms 2 with the "Artillery" Specialty
You must use a firearm categorized as "Artillery" to use and gain any of this Feat's effects.
Level 1: Blast Barrage
The character can ignore equipment penaltiesequipment bonus器械加值A bonus (or penalty) from tools, weapons, armor, and other gear. from the "Heavy Weapon" trait equal to this Feat's level x 2. If that brings the equipment penalty to 0, every 2 points left over gives the attack roll a 1 DP feat bonus.
Level 2: Carpet Bombing
When working out damage in areas where bombardments overlap, targets in those areas take 1 more damage.
Level 3: Precision Bombardment
When the character bombards, they can choose up to (their Firearms rating x 1) targets to be unaffected by it. Also, the character's bombardment gains 1 weapon damage.
Level 4: Interdiction Bombardment
When the character bombards, the bombarded area counts as Natural EssenceNatural Essence自然本质The Essence of things that exist naturally in the real world. difficult terrain. Affected enemies can choose to ignore this difficult terrain; if they do, their successes on all Reflex rolls within it are halved.
Also, the area of the character's bombardment doubles, and targets affected by it take a circumstance penalty from the natural environment, equal to this Feat's level, on Reflex rolls made to save against its damage.
Level 5: Ultimate Bombardment
When the character bombards, weapon damage rises by a further half their Firearms rating. If they pay 1 Willpower when bombarding, they can also raise weapon damage by the higher of their Legendary Strength or Legendary Dexterity.
Two-Gun Shooting (1-5):
Prerequisites: Dexterity 3, Firearms 2
The character must hold a firearm with a Size of 3 or less in each hand to use and gain any of this Feat's benefits.
Level 1: Double Shot
One gunshot, two lives.
The character can spend a full-round actionfull-round action整轮动作A move action and a standard action combined. to make one ranged Firearms attack with each hand's gun, but not both against the same target. The character also loses their Base DefenseBase Defense基础防御A character's basic defense without gear. this turnturn回合One character's moment to act within a round..
Level 2: Rapid Double Shot
Know Neo?
When using this Feat's level 1 effect, the character can move up to their base speed in meters before or after shooting. But you must declare before attacking whether you will move this turn, and for each meter you move, or will move, this way, you take a 1 DP untyped penalty on all ranged Firearms attack rolls this turn.
Level 3: Gun Kata
The gun is an extension of the arm, and the bullet an extension of the gun.
When using this Feat's level 1 effect, the character no longer loses Base Defense, and gains a feat bonus equal to this Feat's level on those two ranged Firearms attacks.
Level 4: Two-Gun Strafe
Standing still, you are a reaper who announces his arrival with bullets. Moving, you are a reaper on the move.
When using this Feat's level 2 effect, moving this way no longer gives the character a penalty. Also, for the penalty from multiple attacksmultiple attacks多次攻击Attacking more than once in a round, which brings a multiple-attack penalty., attacks made with Double Shot no longer count as the same attack.
Level 5: Two-Gun Suppression
Hey buddy, know what a hail of bullets is?
When both guns the character holds have the [Full AutoFull Auto连射Fires 10 rounds at once for a +3 DP perfect bonus.] trait, the character can choose to use [Suppressive Fire]. Its damage uses the higher weapon damage of the two guns, its ammo cost can draw on both guns' ammo combined, and every ability that works on [Suppressive Fire] also works on this attack (for example, the Heavy Gunner Feat). This [Suppressive Fire] also gains all the traits of both weapons.
Shotgunner (1-5):
Prerequisites: Strength 3, Dexterity 3, Firearms 2 with the "Shotguns" Specialty
You must use a firearm categorized as "Shotguns" to use and gain any of this Feat's effects.
Level 1: Spread Shot
The character gains a feat bonus equal to this Feat's level on ranged Firearms attack rolls.
Level 2: Fragmentation Shot
The character's shotgun counts as having [Explosive AmmoExplosive Ammo爆矢Deals extra effects when the target's armor + Natural Armor is too low.].
Level 3: Point-Blank Blast
When the character makes a ranged Firearms attack with a shotgun against a unit no more than 5 meters away, the damaged target must make a STRStrength力量Muscle power and explosive force. Abbreviated STR in checks. + AthleticsAthletics运动Walking, running, jumping, throwing weapons, and athletics of every kind. (Balance) or DEXDexterity敏捷Agility, coordination, and physical reflexes. Abbreviated DEX in checks. + Athletics (Balance) roll against a DCdifficulty难度The number of successes a roll needs; DC for short. equal to the damage it took, gaining a +1 DP untyped bonus for each point of its Size. If the target fails, the character can choose to knock it prone or knock it back a number of meters equal to the difference. If the target hits an obstacle while being knocked back, it takes bashing damagebashing damage冲击伤害The lightest damage grade, written B: punches, kicks, blunt blows. equal to the remaining meters.
Level 4: Knockout Blast
When the character makes a ranged Firearms attack with a shotgun against a unit no more than 5 meters away, the shotgun counts as having [StunStun眩晕Damage above the target's Size or Stamina gives it stun points.] for that shot, and its [Armor Piercing] rises by 2.
Level 5: Heavy Buckshot
The character can spend a standard action and pay 1 Willpower, then make a ranged Firearms attack that also deals bleed points equal to the roll's successes; the target makes a Fortitude saveFortitude save强韧豁免The save against poison, disease, and other effects on the body..
Combat Shooting (1-5):
Prerequisites: Strength 2, Dexterity 2, Composure 3, Firearms 2 with the "Pistols" Specialty
You must use a firearm categorized as "Pistols" to use and gain any of this Feat's effects.
Level 1: Shoot First
The character's InitiativeInitiative先攻The value that sets turn order in combat. rises by this Feat's level x 1.
Level 2: Tactical Reload
Once per round, the character can change a pistol's magazine, or load a revolver with a speedloader, as a free actionfree action自由动作An action that takes almost no time, like speaking a few words.. Without a speedloader, they can only load at most one round into a revolver as a free action.
Level 3: Double Tap
When the character attacks with a firearm at close range, the target can't ignore the firearm's [High SpeedHigh Speed高速[High Speed X]: the target's Base + Dodge + Parry Defense drop by X.] advantage. Also, the character gains a feat bonus equal to this Feat's level on ranged Firearms attack rolls.
Level 4: Lethal Range
When the character uses [Long BurstLong Burst长点射Fires 5 rounds at once for a +2 DP perfect bonus.] or [Full Auto], they take no penalty for automatically attacking extra targets adjacent to the target. Also, the first time in a fight that a target suffers the character's ranged Firearms attack, it becomes flat-footedflat-footed措手不及Caught unready; usually unable to use defense bonuses.; this is a D-Rank flat-footed effect.
Level 5: Rapid Fire
When the character attacks with a pistol, the attack roll gains extra successes equal to the rate-of-fire level ([Short BurstShort Burst短点射Fires 3 rounds at once for a +1 DP perfect bonus.] = 1, [Long Burst] = 2, [Full Auto] = 3). Long bursts and full auto used with this ability don't, and can't, hit targets adjacent to the target.
Cowboy (1-4):
Prerequisites: Composure 2 or higher; Dexterity and Firearms 4 or higher
Level 1: Do It Right
Description: emptying your cylinder in 2 seconds is only the beginning.
Effect: your weapon gains the [Short Burst] and [Long Burst] traits.
Level 2: Under the Blazing Sun
Description: ...you have nowhere to dodge.
Effect: when you make a ranged Firearms attack with your weapon, you can ignore a combined total of up to (this Feat's level + 1) points of the target's dodge bonus or parryparry格挡Blocking an attack with a weapon or shield. A weapon tagged [Parry X] adds X shield bonus when parrying. bonus to defense; you decide which to ignore first.
Level 3: The Second Round
Description: thousands of bullets spread a curtain of brass through the air.
Effect: as long as the ammo is in your hand, you can reload the weapon in your hand with no action, even while attacking with it. As a special rule, if some effect lets you spend extra ammo when attacking in exchange for DP or another benefit, you can't apply this Feat while using that effect.
Level 4: High Noon
Description: It's high noon.
Effect: as a full-round action, you can make one ranged Firearms attack against each of up to (this Feat's level x 1) units within the weapon's base rangerange射程How far a ranged attack reaches: base range and maximum range..
Brass Coin (1-5):
Prerequisite: Firearms 3 with the "Pistols" Specialty
You must use a revolver to gain this Feat's benefits. (Since the rules also put revolvers in the "Pistols" category, the STStoryteller主持人The person who runs the game and speaks for the world; ST for short. can let PCs gain this Feat's benefits with any weapon in the "Pistols" category, or decide for themselves which pistols count as revolvers.)
Level 1: Blind Fury
Effect: when you make a ranged Firearms attack with your weapon and apply the [Short Burst], [Long Burst], or [Full Auto] trait, the bonus from that trait itself rises by this Feat's level x 1.
Level 2: Old Hand
Effect: when you make a ranged Firearms attack with your weapon, the specialty bonusspecialty bonus专业加值A bonus from a Skill Specialty. from your Firearms Specialty rises by 3.
Level 3: Fiery Priest
Description: "The Mass is thick with the smell of gunpowder."
Effect: when you make a ranged Firearms attack with your weapon and the target is prone, you can ignore 6 points of its dodge bonus to defense. If the target has cover and isn't in total cover, that cover drops one level (heavy cover → partial cover → light cover → no cover).
Level 4: Stopping Power
Description: "...the shoe on the horse's hoof slammed straight into Minsk's chest. His chest caved in. He didn't even scream; his limbs simply went slack, and he sank down inch by inch and fell to the ground. Nothing remained but the sound of the wind."
Effect: when you make a ranged Firearms attack with your weapon, the attack's damage capdamage cap伤害上限The most damage one attack can deal. rises by 6.
Level 5: Tap Dance
Description: "Get fired up, darling."
Effect: when you make a ranged Firearms attack against only one target and apply the [Long Burst] or [Full Auto] trait, you gain 1 extra success on the attack roll, and, only for working out the multiple-attack penaltymultiple attacks多次攻击Attacking more than once in a round, which brings a multiple-attack penalty. the target takes, your attack counts as 6 attacks against it.
Concealed WeaponConcealed Weapon暗器Always a Light Throwing Weapon. The target needs a Perception + Investigation roll to notice it. Master (1-5):
Prerequisites: Dexterity 3, Athletics 2 with the "Light Throwing Weapons" Specialty
Level 1: Up My Sleeve
When the character makes a throwing attack with a weapon categorized as "Concealed Weapons" or "Light Throwing Weapons", the throwing attack gains High Speed equal to this Feat's level.
Level 2: Nimble Fingers
Drawing a weapon categorized as "Concealed Weapons" or "Light Throwing Weapons" is a free action for the character, and they can draw as many as they need at once.
Level 3: Rain of Flowers
When the character makes a throwing attack with a weapon categorized as "Concealed Weapons" or "Light Throwing Weapons", they can use a short burst, long burst, or full auto, spending the same number of hidden weapons of the same kind. If the weapons thrown at once differ, use the lowest for the weapons' base values, and for special traits use the weapon with the lowest RankRank支线The power grade of abilities and rewards: Unranked, D, C, B, A, S. Prices combine Ranks and Reward Points, e.g. DD+1200 = two D-Ranks and 1,200 points. (if the Ranks are equal, the cheapest).
Level 4: Two Birds, One Stone
As a standard action, when the character makes a throwing attack with a weapon categorized as "Concealed Weapons" or "Light Throwing Weapons", the attack can hit up to this Feat's level in targets at once. It can't attack the same target more than once, and no target can be caught more than once by abilities that deal area damage (such as full auto). If the character spends 1 Willpower, it takes no action and can be included in another light throwing weapon attack action.
Level 5: All-or-Nothing Throw
As a swift action, the character can take an untyped penalty of up to this Feat's level on all their throwing attacks this round, gaining the same number of extra successes.
Archer (1-5):
Prerequisites: Strength 3, Dexterity 3, ArcheryArchery弓箭Shooting with bows. 3
You must use a weapon categorized as "Bows" to use and gain any of this Feat's effects.
Level 1: Born Archer
Every inch of muscle in your arms was made for drawing a bow.
For your bow's Strength requirement and maximum range, your Strength counts as higher by this Feat's level.
Level 2: Rapid Reload
You draw and loose so fast the eye can't follow, like a flash of light.
Drawing arrows from a quiver is a free action for the character, and they can draw as many as they need at once.
Level 3: Arcing Shot
You shoot high and let the arc carry your arrows down onto the enemy.
When the character makes a ranged attack with a bow, its base range doubles. If the target has a defense bonus from cover, you can ignore up to (this Feat's level x 1) of it.
Level 4: Manyshot
You nock several arrows at once and strike several enemies.
As a standard action, when you make a ranged attack with a weapon categorized as "Bows", the attack can hit up to this Feat's level in targets at once. It can't attack the same target more than once, and no target can be caught more than once by abilities that deal area damage (such as full auto). If you spend 1 Willpower, it takes no action and is included in another Archery attack action.
Level 5: Hundred-Pace Precision
Your archery rivals that of Lie Yukou.
As a standard action, you can make an Archery attack that gains a feat bonus equal to your Archery rating. If you spend 1 Willpower, it takes no action and is included in another Archery attack action.
Heavy Throwing Expert (1-5):
Prerequisites: Dexterity 3, Strength 3, Athletics 3
Level 1: Throwing Mastery
Throwing comes naturally to you.
When the character throws an item with the [Heavy Throwing WeaponHeavy Throwing Weapon重投掷武器Thrown attacks use Strength as the key Attribute.] trait, they gain a feat bonus equal to this Feat's level on the ranged throwing attack roll.
Level 2: Charging Throw
Your throws get the benefits of a charge.
The character can now make charging throws. Besides the benefits of a charge (see the "Charge Attack" rules), for each meter the character moves during the charge, the throw's maximum range increases by 2 meters, with range penalties applying as normal.
Level 3: Strong-Arm Throw
The weapons you throw are like an extension of your arm.
When throwing, the character's Strength can count as higher by this Feat's level for the Strength requirement, maximum range, and damage cap.
Level 4: Power Throw
Your throws pierce metal and stone, swift and fierce.
The character can make an all-out attackall-out attack全力攻击Attacking with everything, giving up defense. when throwing. If they do, the throwing attack also gains a [High Speed] advantage equal to this Feat's level.
Level 5: All-or-Nothing Throw
You can pour your whole heart into a single throw.
As a swift action, the character can take an untyped penalty of up to this Feat's level on all their throwing attacks this round, gaining the same number of extra successes.
Strong-Arm Throw (2):
Prerequisites: Strength 3, Athletics 3
Level 2: Brute Force Works Miracles
On any ranged throwing attack roll that uses DEX as the key AttributeAttribute属性A character's nine basic traits, in three groups: Physical, Mental, and Social. In checks they are written as three-letter abbreviations (STR, DEX, STA, INT, PER, RES, PRE, MAN, COM), as in INT + Computer., the character can use STR instead of DEX; on heavy throwing weapon attack rolls, they also gain 1 extra success. The damage cap doesn't change.
Power Draw (1):
Prerequisites: Strength 3, Dexterity 3, Archery 3 or higher
Level 1: Power Shot
Description: when hunting prey with tough bodies, barbarian hunters always find the strength to break through.
When you make an Archery attack, you can use STR instead of DEX on the attack roll.