Firearms Skill

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Firearms Skill
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Firearms allows your character to identify, operate and maintain most types of guns, from pistols to rifles to military weapons such as submachine guns, assault rifles and machine guns. This Skill can represent the kind of formal training provided to police and the military, or the basic, hands-on experience common to hunters, criminals and gun enthusiasts. Firearms also applies to using bows. Your character can use guns and bows equally.  Note that dots in Firearms do not apply to manually fixing or building guns, only to wielding them. Construction and repair is the province of the [[Crafts Skill]].
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The use, care, and general knowledge of firearms. Can be formal training or hands-on-experience, but it applies to most types of guns, from pistols to rifles to military weapons such as submachine guns, assault rifles and machine guns. Bows may be fired using the ''Firearms''' or [[Athletics Skill|Athletics]]. Construction or repair is [[Pool::Crafts Skill|Crafts]].
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* '''Possessed by''': Criminals, gun dealers, hunters, police officers, soldiers, and survivalists
* '''Possessed by''': Criminals, gun dealers, hunters, police officers, soldiers, and survivalists
* '''Specialties''': Specific [[Weapons|Category]] of firearms, Artillery, Autofire, Bow, Heavy Weapons, Sniping, and Trick Shot
* '''Specialties''': Specific [[Weapons|Category]] of firearms, Artillery, Autofire, Bow, Heavy Weapons, Sniping, and Trick Shot
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===General Roll Results===
===General Roll Results===
* '''Dramatic Failure''': Weapon malfunctions or your character accidentally hits a different target (possibly himself). The most common type of dramatic failure is a misfire or jam. The former lets a character shoot again in the next turn, the latter can be cleared in the following turn. Storyteller decides what the failure is.
* '''Dramatic Failure''': Weapon malfunctions or your character accidentally hits a different target (possibly himself). The most common type of dramatic failure is a misfire or jam. The former lets a character shoot again in the next turn, the latter can be cleared in the following turn. Storyteller decides what the failure is.
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* '''Failure:''' You miss the target. Storyteller decides if anything is hit.
* '''Failure:''' You miss the target. Storyteller decides if anything is hit.
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* '''Success''': You hit the target.
* '''Success''': You hit the target.
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* '''Exceptional Success''': You hit something vital on the target to exemplify the stellar roll.
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* '''Exceptional Success''': You hit something vital on the target to exemplify the stellar roll.
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*'''Suggested Equipment''': Weapon's damage rating, some firearm accessories
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*'''Possible Penalties''': Target's concealment, Target's armor rating, Target Prone, Environmental conditions (-1 to -3)
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:'''Suggested Equipment''': Weapon's damage rating, some firearm accessories
 
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:'''Possible Penalties''': Target's concealment, Target's armor rating, Target Prone, Environmental conditions (-1 to -3)
 
==Application==
==Application==
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{{Links|Combat|Parent2=Firearms Skill}}{{#set:Parent=Firearms Skill}}{{characteristics}}
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{{Links|Firearms Skill|Parent2=Combat}}{{#set:Parent=Combat}}{{characteristics}}

Latest revision as of 12:27, 22 April 2016

Firearms allows your character to identify, operate and maintain most types of guns, from pistols to rifles to military weapons such as submachine guns, assault rifles and machine guns. This Skill can represent the kind of formal training provided to police and the military, or the basic, hands-on experience common to hunters, criminals and gun enthusiasts. Firearms also applies to using bows. Your character can use guns and bows equally. Note that dots in Firearms do not apply to manually fixing or building guns, only to wielding them. Construction and repair is the province of the Crafts Skill.


General Roll Results


Application


Facts about Firearms SkillRDF feed
ParentFirearms Skill  +, and Combat  +
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