08-12-2017, 04:42 PM | #1 |
Join Date: Jul 2010
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Increased Range
How would you go about creating an advantage that allows a character to negate the penalties for a ranged weapon attack?
Closest I found was 'Increased Range' on page 106? |
08-12-2017, 04:53 PM | #2 |
Night Watchman
Join Date: Oct 2010
Location: Cambridge, UK
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Re: Increased Range
The Long-Range enhancement from pp108-9 of GURPS Powers will do the job, but you will also need the "Enhancing Existing Damage" rules from pp9-11 of Power-Ups 4: Enhancements to apply it to a weapon that you haven't bought as an ability.
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The Path of Cunning. Indexes: DFRPG Characters, Advantage of the Week, Disadvantage of the Week, Skill of the Week, Techniques. |
08-12-2017, 05:50 PM | #3 |
Join Date: Aug 2005
Location: Saskatoon, SK, Canada
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Re: Increased Range
In addition to the solution johndallman posted, which will work with a specific weapon, there's a couple of others that will apply more generally. First, you could see if your GM will allow a version of the Zen Archery skill that works with the weapons you want. Gun-Fu (p. 24) already endorses this, as "Zen Marksmanship" for light firearms and laser weapons, but you might have to argue more strenuously for Zen Rocketry, if you want to cover RPG launchers. :-)
Second, there's the Imbuements system, as presented in Power-Ups 1: Imbuements. There's not currently an Imbuement skill to reduce range penalties (the nearest one is Far Shot, which increases 1/2 D and Max ranges, but not the range penalties you suffer. Offhand, I'd build a "True Shot" imbuement as follows: True Shot Ranged; DX/Very Hard Default: Specialty for related weapon at same penalty as weapon default. Prerequisite: Imbue 3. True Shot allows effective attacks at much further ranges, either by telekinetically controlling the projectile, or using precognition to fire at the perfect time to avoid the common causes of missed attacks. An unmodified skill roll allows you to divide penalties for range and speed by 2 before applying them to your attack roll. Note that your normal 1/2 D and Max ranges still apply, however! Modifiers: -1 to divide penalties by 3, -2 to divide them by 5, -3 to divide by 7, or -4 to divide by 10; For -5, you may use the Long-Distance Modifiers (p. B241) instead of normal range and speed penalties (don't divide these), while for -10, you have no range penalties at all. |
08-13-2017, 02:34 AM | #4 |
Join Date: Jul 2010
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Re: Increased Range
Thanks both!
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08-13-2017, 03:15 AM | #5 |
Join Date: Dec 2006
Location: Meifumado
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Re: Increased Range
Is it for a power or any weapon held?
For either, you could try Telescopic Vision, but for just a power there's Accuracy.
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08-13-2017, 03:47 AM | #6 |
Join Date: Jul 2010
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Re: Increased Range
It's for bows and crossbows mainly
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08-13-2017, 04:55 AM | #7 |
Night Watchman
Join Date: Oct 2010
Location: Cambridge, UK
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Re: Increased Range
Then Zen Archery is probably the best solution.
__________________
The Path of Cunning. Indexes: DFRPG Characters, Advantage of the Week, Disadvantage of the Week, Skill of the Week, Techniques. |
08-13-2017, 06:40 AM | #8 |
Join Date: Aug 2007
Location: Vermont, USA
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Re: Increased Range
Guided Weapon needs additional Concentrate manuevers if the target is past 1/2D and Homing Weapon requires an Aim maneuver, but both imbuements eliminate range penalties.
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08-13-2017, 09:11 PM | #9 |
Join Date: Jun 2006
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Re: Increased Range
I'd probably look up the Speed/Range penalty for the weapon's 1/2D range, multiply the bonus you'd need to offset that by 4 points and call it done. Trying to build it from an Innate Attack seems like way overthinking it.
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08-14-2017, 08:20 AM | #10 |
Join Date: Oct 2015
Location: Cincinnati, OH, USA
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Re: Increased Range
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