Trick Shots, a Venture City power

Trick Shots

They can duck for cover, but they can’t hide—not from you, that is.  You can make projectiles do things physical improbable at best and impossible at worst look routine.

 

Basic Trick Shot: You get a +2 to strike opponents using zones or aspects granting them cover.  Whenever you use Shoot to hit a target, you can bank it off of other objects in the zone, or find the unprotected part of an opponent.

 

 

 

Enhancement

 

Master Trick Shot: You get an additional +2 to use Shoot to get around obstacles between you and your target.

Thread the Needle: Once per scene, you can fire through a melee or crowd to hit a target up to two zones away and ignore any penalties imposed by the intervening group used as cover.  The projectile passes by all intervening bystanders/combatants as if they were just moved out of the line of sight.

Curve the Shot: Your opponents think they can dodge your attacks, but you have learned how to arc your projectiles, making dodging a Fair (+2) obstacle to the target’s attempt.’

 

Common Power Synergies

 

Gadgeteering: You not only are a crack shot, your ammo performs tricks as well.

Energy Blast: When you throw energy, it’s deadly accurate even if it takes a circuitous route.

Telekinesis: Your attacks rarely miss because you control them with your mind.

 

Improved Special Effect

 

Locked On: Your shots follow their target.  While not a fire-and-forget ability, you can be assured that if the opponent goes around a corner, your projectile will follow suit.

 

Drawbacks

 

  • You are so used to banking your attacks that you Can’t Aim Close Up.
  • You’ve honed your skill to the point that you Only Use Trick Shots because of the panache.
  • Because it isn’t fair to your opponents, you Explain the Angles before firing to level the playing field.
  • Your weapon uses special ammo which you have to make or is hard to find. You have Limited Shots.

 

Collateral Damage

 

Bring Down the House: If you aren’t concerned with who gets caught in the attack, you can strike a critical point keeping a structure in the next zone from collapsing.  Of course, this takes time as the rest of the supports slow down the inevitable.  Nameless NPCs are killed while named NPCs and PCs get a Physique roll against a Fair (+2) obstacle to avoid a moderate consequence.

Plenty of Shrapnel: When you tear up a place, you really tear it up.  Your projectile bounces around and causes parts of objects to explode and fly around the zone, striking everyone and everything indiscriminately.  Anyone caught in the maelstrom, including you, makes a Physique roll against your Shoot; if they fail they take that much stress.

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