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Ranged Abilities

Require a ranged weapon to activate.

Call-out

Category

Any ranged

Costs

1 action
1 stamina

Timing

1d4 turn cooldown

Choose a character within range. That character is pinned to you.

Amplified Effect

It is also pinned to your allies. (The first reaction consumes the pin.)

Evasion Shot

Category

Bow

Costs

1 action
1 stamina

Timing

1d4 turn cooldown

Make a ranged attack, then move up to your speed.

Amplified Effect

This movement doesn't provoke reactions.

Sniper Shot

Category

Bow

Costs

1 action
3 stamina

Timing

3 turn channel

Make a ranged attack. This attack always hits, and deals 5d8 damage.

Amplified Effect

The attack gains +2 penetration.

Shatter Bullet

Category

Flintlock

Costs

1 action
Iron scraps

Timing

1 turn channel

Load a round of shot. The next time this weapon is fired, if it hits, roll finesse to shove the target.

Amplified Effect

The attack automatically interrupts their action unless they make a talent save.

Infused Bullet

Category

Flintlock

Costs

1 action
Elemental boon

Timing

1 turn channel

Load an elemental round. The next time this weapon is fired, it deals an additional wound of the corresponding element.

Amplified Effect

The attack automatically applies the corresponding elemental status effect.

Chakram Pierce

Category

Chakram

Costs

1 action
2 mana

Timing

1d4 turn cooldown.

If you have discipline, make a melee attack against each target in a 10' line.

Amplified Effect

The chakram also hits on the way back, attack each target again.

Chakram Arc

Category

Chakram

Costs

1 action
2 mana

Timing

1d6 turn cooldown

If you have discipline, make a melee attack against up to three targets within 5'.

Amplified Effect

Also shove those targets equal to the to-hit roll result.

Chakram Dance

Category

Chakram

Costs

1 action
4 mana

Timing

1d10 turn cooldown

If you have discipline, distribute 5 melee attacks among any number of targets within 10'.

Amplified Effect

You may make a 5' step before up to two of those attacks.