Custom Ranged Combat Powers

Rifle

Type: Active
Duration: Outcome in turns
Potency: 2
Piercing: 0

Your Ranged Combat is considered higher by a number of levels equal to the Potency specifically for purposes of using rifles (including any related skill checks the GM may call for, such as reloading and making field repairs).

Possible Effects: Concealed, Extended, Delayed, Piercing, Corrosive/Burning

Handgun

Type: Active
Duration: Outcome in turns
Potency: 2
Piercing: 0

Your Ranged Combat is considered higher by a number of levels equal to the Potency specifically for purposes of using handguns (including any related skill checks the GM may call for, such as reloading and making field repairs).

Possible Effects: Concealed, Extended, Delayed, Piercing, Corrosive/Burning

Bow

Type: Active
Duration: Outcome in turns
Potency: 2
Piercing: 0

Your Ranged Combat is considered higher by a number of levels equal to the Potency specifically for purposes of using bows other than crossbows (including any related skill checks the GM may call for, such as making repairs).

Possible Effects: Concealed, Extended, Delayed, Piercing, Corrosive/Burning

Crossbow

Type: Active
Duration: Outcome in turns
Potency: 2
Piercing: 0

Your Ranged Combat is considered higher by a number of levels equal to the Potency specifically for purposes of using crossbows (including any related skill checks the GM may call for, such as reloading and making field repairs).

Possible Effects: Concealed, Extended, Delayed, Piercing, Corrosive/Burning

Sling

Type: Active
Duration: Outcome in turns
Potency: 2
Piercing: 0

Your Ranged Combat is considered higher by a number of levels equal to the Potency specifically for purposes of using slings and staff-slings (including any related skill checks the GM may call for, such as making repairs).

Possible Effects: Concealed, Extended, Delayed, Piercing, Corrosive/Burning

Blowgun

Type: Active
Duration: Outcome in turns
Potency: 2
Piercing: 0

Your Ranged Combat is considered higher by a number of levels equal to the Potency specifically for purposes of using blowguns and similar devices (including any related skill checks the GM may call for, such as making repairs).

Possible Effects: Concealed, Extended, Delayed, Piercing, Corrosive/Burning

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