the_ivorytower: Art from the Magic: the Gathering card. (Default)
[personal profile] the_ivorytower posting in [community profile] worldofbalance
Despite Bill's suggestion, 'at the airport' is not in fact where you find Snipers on Libra. Mostly because they don't technically have airports.


Sniper

Description

Snipers are RANGED that rely on DISTANCE and AIM to do high amounts of damage to a single target, though they are fragile if targeted by melee attacks. Snipers are excellent marksmen who use GUNS against their target. When they can, Snipers will use their superior range to get OUT OF RANGE defensively. Ultimately, what holds a Sniper back is their requirement to RELOAD quite often.

Snipers use AGILITY as their Primary Attribute. You add your Primary Attribute to your to-hit and damage rolls.

Snipers train long and hard with their marksmanship, using patience and dedication to make perfect shots. Due to their more fragile nature, Snipers tend to be found as parts of defensive lines, high atop towers or balconies, watching the battlefield and waiting for the ideal time to strike.

Overview

Arrange the values 4, 3, 2, 2 among your Attributes.

You start with Hit Points equal to 18 + [Vitality x 3]. When you gain HP as a bonus or from levelling up, you gain [8 + Vitalityx0.5] HP.

You have 100 Technique Points (TP). During Combat, whenever the Initiative tick hits 0, you regain 10 TP. You will always have full TP at the beginning of combat.

When you gain a level, you gain 10 AP, or Ability Points, to purchase ability enhancements. There are General AP abilities, Clade AP abilities, and Class AP abilities. General AP abilities are more broadly useful, Clade AP abilities are somewhat more specialized, and Class AP abilities may only improve one ability, but do so extremely well.

Every 5 levels, you gain 5% to all of your skills, and a new skill at 30. Regardless of how much skill you have, you will still miss at 96+.

Every 10 levels, you gain +1 to a stat of your choice. At level 25, and level 50, you will gain +1 to all stats. Be aware that your stats will cap at 9 for the purposes of your Dodge, Resistance and HP, though they can go higher for the purposes of hit and damage.

Skills

Ranged (Guns) - 70%
Perception - 40%
Skill I (Your Choice) - 40%
Skill II (Your Choice) - 30%
Skill III (Your Choice) – 30%

Equipment

You are proficient with guns, specifically, long-barrelled sniper rifles.. You cannot use shields. You begin play with one “Weapon” slot, and three “Armour” slots. You are carrying the following items:

Sniper Rifle
Useful for negotiation.
Type: Gun
Damage: 1d12 Physical.
Effect: You must use a Reload action every four shots. You carry a 'sufficient' amount of ammunition, so you will never be required to keep track of that, only your shots.
Effect: You may shoot switches through grates to activate them.

Marksman's Wristlet
A silver wristlet with an etched target charm.
Effect: +2 Armour, +2 M.Armour

Red Potion
A flask of red, sparkling liquid. Mm, cherry!
Effect: Grants 30% of your maximum HP. Consumable.

Powers

Level 1

Longshot
A single shot from a long distance away.
Active * Class, Ranged, Physical
Cost: 1 Shot
Speed: 10
Effect: You fire a single bullet, dealing WD+AGI damage to your target. After shooting four times, you must Reload.

Aim
If you are patient, your time will come.
Passive * Class, Ranged
Cost: --
Speed: 2
Effect: On your next damaging Ranged-keyword power, add +1 WD to the attack.

Reload
*Click* *Click* ... Fuck.
Active * Class
Cost: 0 or 10 TP
Speed: 7 or 0
Effect: You reload your gun completely. You may either reload for 0 TP at Speed 7, or 10 TP at Speed 0. You automatically reload outside of combat.

Retreat
Discretion is the better part of valour.
Reaction * Class
Cost: 20 TP
Trigger: You are hit by an attack.
Effect: You move back one Row. If you are already in the back Row, you move Out of Range, and the attack misses entirely. You remain Out of Range until you take your next offensive action. While Out of Range, you are not a valid target for randomized targeting, AoE attacks, healing, or protection.

Steady Hands
The ultimate reward of patience is victory.
Active * Class, Innate
Cost: 20 TP
Speed: 0
Effect: You gain +20% to hit with your next Ranged-Keyword Power. If your chance to hit is 95% or greater, gain +15% to Critically Hit.

Expose Weakness
I can smell your fear...
Reaction * Class, Ranged
Cost: --
Trigger: An opponent reaches Critical HP.
Effect: Whenever you use a Ranged-keyword power, deal maximum damage. You may combine this with Aim and Stillness if you so desire.

Level 4

Go for the Throat
You didn't actually need to talk, did you?
Active * Class, Ranged, Physical, Silence
Cost: 10 TP
Speed: 4
Effect: You inflict Silence (3) on your target.

Level 8

Improved Capacity
You have illegally modified your weapon to hold more bullets. Sweet.
Passive * Class, Ranged
Cost: --
Speed: --
Effect: You must use a Reload action every six shots instead of four. This applies to every weapon you have.

Level 12

Cobra Shot
Stop asking questions about the mechanics of this and help me load a live cobra into my weapon.
Passive * Class, Ranged
Cost: --
Speed: 2
Effect: On your next damaging Ranged-keyword power, inflict Poison (6).

===========
Patch Notes
===========

2014/01/02
- Added Improved Capacity, and Cobra Shot.

2013/12/14
- Changed TP to be 100 at Level 1, but does not increase with level.

2013/12/05
- Added Go For The Throat as a Level 4 ability.

2013/12/05
- Removed the class triangle section from the Sniper's description.
- Edited information regarding AP.
- Clarified what Primary Stat means.
- Changed Primary Stat to Primary Attribute to remain internally consistent.
- Made Aim Speed 2.
- Made Aim work with all Ranged-Keyword powers.
- Improved the Effect text on Aim.
- Made Expose Weakness work with all Ranged-keyword powers.
- Changed 'ability' to 'power' to remain internally consistent.
- Changed Stillness to Steady Hands, altering its effects.
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