Eliminator: Difference between revisions
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(Created page with "A specialized long-range marksman, the Eliminator focuses on strategic positioning and lethal precision to neutralize high-priority targets from afar. They represent the pinnacle of focused lethality, always searching for - or creating - the perfect opening. {| class="wikitable"} |+ Eliminator Mechanics |- |colspan="4"|A high-complexity talent reliant on ammo management and a powerful sixth shot. The Gunslinger is a mobile sharpshooter specializing in ricochets and tric...") |
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| '''Trick Shooter''' | | '''Trick Shooter''' | ||
| The Gunslinger's | | The Gunslinger's Marked Shots can ricochet, allowing them to either deal half damage to a second target, or bypass Line of Sight (attacking at '''Disadvantage''' in either case). | ||
| N/A | | N/A | ||
| Passive | | Passive | ||
Revision as of 13:27, 28 March 2026
A specialized long-range marksman, the Eliminator focuses on strategic positioning and lethal precision to neutralize high-priority targets from afar. They represent the pinnacle of focused lethality, always searching for - or creating - the perfect opening.
| A high-complexity talent reliant on ammo management and a powerful sixth shot. The Gunslinger is a mobile sharpshooter specializing in ricochets and trickshots. | |||
| Name | Description | Cooldown/Cost | Action Type |
|---|---|---|---|
| Tier 1 | |||
| Marked Shot | A DEX attack dealing 1d2/1d4/1d6 damage based on their points in Gunslinger. The Gunslinger uses a 6-round cylinder; the sixth round deals double damage, after which they must Reload before attacking again. | No Cooldown | Attack |
| Full Cylinder | The Gunslinger performs a standard Reload, preparing their weapon for the next 6 rounds. | No Cooldown | Action |
| Tier 2 | |||
| Trick Shooter | The Gunslinger's Marked Shots can ricochet, allowing them to either deal half damage to a second target, or bypass Line of Sight (attacking at Disadvantage in either case). | N/A | Passive |
| Quick Draw | A rapid, practiced reload grants the Gunslinger 3 rounds immediately. | 3 Turns | Free Action |
| Tier 3 | |||
| The First Draw | Spending all remaining rounds, the Gunslinger unloads them in a rapid succession of Marked Shots against a single target. All but the last attack are made with Disadvantage. | Once per Week | Action |
| Fast Hands | When a Marked Shot misses, the Gunslinger may choose to discard an additional round. | No Cooldown | Reaction |
| A specialized long-range crowd controller, the Artillerist uses powerful weaponry to barrage the enemy with areas of effect, inflicting knockback and debilitating effects from afar. | |||
| Name | Description | Cooldown/Cost | Action Type |
|---|---|---|---|
| Tier 1 | |||
| Seige Shot | A heavy STR attack dealing 1d8/1d10/1d12 damage based on their points in Artillerist. Due to the weapon's size, this attack cannot be used in the same turn as moving. | No Cooldown | Attack |
| Concussive Volley | The Artillerist fires a volley at a 3x3 area, making a STR vs SCR attack roll for all targets. This deals no damage but inflicts Dazed. | 2 Turns | Action |
| Tier 2 | |||
| Blast Radius | The Artillerist's high-explosive ordnance causes attacks to deal half damage to adjacent targets (including a missed primary target) and knocks them away from the primary target by 1 block. | N/A | Passive |
| Shrapnel Payload | Fires a specialized volley at a 3x3 area that deals no damage but knocks all targets out of the area, creating Difficult Terrain for the remainder of combat. | Two charges, 2 Turn Cooldown | Action |
| Tier 3 | |||
| Pinpoint Barrage | The Artillerist launches three Siege Shots simultaneously, but becomes Dazed until the end of their next turn from the backblast. | Once per Week | Action |
| Overloaded Rounds | When the Artillerist knocks a target back, they may choose to double the distance of the knockback. | No Cooldown | Reaction |
| A classic ranged combatant, the Ranger specializes in consistent damage and applying control effects with specialized arrows and shots, focusing on high precision. | |||
| Name | Description | Cooldown/Cost | Action Type |
|---|---|---|---|
| Tier 1 | |||
| Hunter's Shot | A measured STR attack dealing 1d8/1d10/1d12 damage based on their points in Ranger. The Ranger targets weak points, dealing the enemy's CON attribute as flat bonus damage. | No Cooldown | Attack |
| Tanglefoot Shot | The Ranger fires a specialized shot, making a STR vs SCR attack roll. If successful, it Restrains the target. | Once per Combat | Action |
| Tier 2 | |||
| Precise Aim | The Ranger's attacks are highly accurate, and ignore up to 2 points of the target's Damage Reduction. | N/A | Passive |
| Suppressive Fire | The Ranger targets a 5x5 area within range. Make a STR vs DEX attack against anyone caught in the area, dealing half of a normal Hunter's Shot's base damage to anyone hit. | Once per Combat | Action |
| Tier 3 | |||
| The Killing Blow | The Ranger winds up for 1 turn. If they are undamaged by the start of their next turn, they make an Attack that deals a flat 16 damage and cannot miss. Taking damage before the attack puts the ability on cooldown until the end of combat. | Once per Week | Action |
| Feral Trap | When an enemy moves to a block within melee range of the Ranger, they may immediately Restrain them. | Once per Combat | Reaction |
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