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====Ranged Techniques==== '''Take Aim''' (Active) *Requirements: |Ranged| 3 *XP Cost: 2 *Action: Single+ You focus your aim to gain a bonus to your next attack with a ranged weapon. You may spend a number of actions on this technique equal to your ranks in Ranged. For the 1st, 3rd, and 5th action spent this way, you gain +1k0 to your attack. For the 2nd, 4th, and 6th action spent, you gain +0k1 to your attack. You must designate a target for your aim, and the target must remain in line of sight for the entire duration of your aim. If you switch targets or the target moves out of your line of sight, you have to start over. If you take any action other than making a Ranged attack after taking actions to aim, your aim is wasted. If you take damage from an attack, you lose the benefit of your previous 2 aiming actions. '''Penetrating Shot''' (Active) * Requirements: |Ranged| 2 * Weapons: "Piercing" ranged weapon * XP Cost: 3 * Action: Single Fire a shot that shoots through your first target into a second. The second target must be within your max range. You and both targets must all be within a straight line. Apply the same attack roll for both targets, with a -0k1 penalty to the roll against the secondary target, minus an additional -0k1 for every 1/4 heart negation from armor on the primary target. '''Explosive Shot''' (Active) * Requirements: |Ranged| 2, |Magic| 3 * MP Cost: 5 * XP Cost: 3 * Action: Single You make a shot rigged with either a physical or magic explosive charge that explodes for bomb damage after the shot lands. Requires the expenditure of either one bomb or the cost in magic points of the according spell rigged to the arrow. '''Curved Shot''' (Active) * Requirements: |Ranged| 3, |Magic| 2 * MP Cost: 3 * XP Cost: 4 * Action: Single You shoot or throw one direction and then telekinetically redirect the shot toward where you want it to land. This allows you to overcome a target's cover. '''Dual Shot''' (Active) * Requirements: |Ranged| 4 * XP Cost: 3 * Action: Single Attack with a ranged weapon twice in one action, provided the weapon does not require an action to reload. Each attack is made at a -2k1 penalty. '''Ricochet Shot''' (Active) * Requirements: |Ranged| 4 * XP Cost: 3 * Action: Double You aim your weapon carefully, so that it ricochets off a surface to shoot targets that you don't have a direct shot at. The tightest possible angle is 45 degrees. If the target is out of Line of Sight, the attack suffers a -1k0 penalty. '''Volley''' (Active) * Requirements: |Ranged| 5 * XP Cost: 4 * Action: Double You can unleash a barrage of missiles to strike multiple foes. Make an attack with AoE 1, centered on a space within half your weapon's maximum range. Make a single |Ranged| attack roll, with each target in the area of effect rolling defense separately. If a target occupies multiple squares in the area of effect, it makes a single defensive roll but any damage it takes from the attack is multiplied by the number of affected squares it occupies. This action consumes 5 units of ammunition. '''Tripshot''' (Active) * Requirements: |Ranged| 3 * XP Cost: 2 * Weapons: "Grip" ranged weapon * Action: Single Fire at the the feet of a target to attempt to knock them prone. Make a |Ranged|(Wisdom) attack roll opposed by the target's Physical/Courage. The target may substitute an |Acrobatics| roll to oppose if it has prepared an acrobatic active defense. If you and the target are of different Mass categories, you gain a +1k1 bonus to your roll for each Mass category you are larger than the opponent, or a -1k1 penalty for each Mass category smaller. If you score more successes than the target, it is knocked prone. Note that use of this technique deals no damage.
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