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The Dresden Files => DFRPG => Topic started by: Ren on February 14, 2011, 06:32:24 PM

Title: Gun Stunts
Post by: Ren on February 14, 2011, 06:32:24 PM
I've looked through and found a number of Gun Stunts in the Resources section that I happen to like but I'm trying to come up with some workable stunts for a character I am working on. Here's what I have so far;

[-1] Two-Gun Mojo; can make a Second attack with an off-hand weapon as a Supplemental Action with the penalty applying to both attacks. An additional Supplemental move action can be taken but it will impose an additional -1 to all actions

[-1] Double Tap; May add half of the base Gun damage against one target on top of the regular damage

[-1] *Gun Kata; may use Guns instead of Athletics for Defensive Tests against Physical Damage attacks (Fist, Weapon, Gun or Magic) but not Social or Mental attacks

*Yes the name is Borrowed from "Equilibrium" but its a fun movie!

This is not a Gun stunt but an option I allowed in my Campaign was a 1-time offer to spend a Fate Point to get some extra Skill Points. I figured I'd put it here as an additional "stunt" of Sorts.
[-1] Extremely Skilled; +5 Skill Points
Title: Re: Gun Stunts
Post by: My Dark Sunshine on February 14, 2011, 06:44:59 PM
Quote
This is not a Gun stunt but an option I allowed in my Campaign was a 1-time offer to spend a Fate Point to get some extra Skill Points. I figured I'd put it here as an additional "stunt" of Sorts.
[-1] Extremely Skilled; +5 Skill Points


That seems highly overpowered to me. Most stunts confer 2 shift bonuses, or similar, many with various conditions that have to be met.

Quote
[-1] Two-Gun Mojo; can make a Second attack with an off-hand weapon as a Supplemental Action with the penalty applying to both attacks. An additional Supplemental move action can be taken but it will impose an additional -1 to all actions


Again, I'd say this seems a tad overpowered. I'd create it more like the two-weapon fighting stunt for weapons; adding half the base rating of your second gun to your overall weapons rating.

It'd look more like:

Quote
[-1] Double Tap; May add half of the base Gun damage against one target on top of the regular damage


Just subtly different, with a different flavour. This stun seems much more balanced.

Quote
[-1] *Gun Kata; may use Guns instead of Athletics for Defensive Tests against Physical Damage attacks (Fist, Weapon, Gun or Magic) but not Social or Mental attacks


Potentially balanced, but you might want to add a more specific condition. Although not necessary, its borderline-balanced already, but an added condition might just ensure that fact; or perhaps I'm simply worrying too much.

Just my thoughts. Interesting concepts for the stunts though.

Title: Re: Gun Stunts
Post by: Ren on February 14, 2011, 07:36:40 PM
I think you're right about the Skill thing...didn't think of it in terms of the total it added...8P
I had intended it to be an option for players of Pure Mortals to get a few extra skills...I will have to re-visit that now...

I originally had the Two-Gun Mojo written up like Two-Weapon Fighting which made sense, I just wanted it to be a little different.
Title: Re: Gun Stunts
Post by: My Dark Sunshine on February 14, 2011, 07:46:02 PM
Quote
I originally had the Two-Gun Mojo written up like Two-Weapon Fighting which made sense, I just wanted it to be a little different.

Perhaps something like:

Quote
Two-Gun Mojo [-1] By targeting a different opponent with each of your guns, you remove the need to quickly move your gun around, preventing the loss of accuracy from such an action.

When you make a spray attack designating two targets, you do so at a +2 to the attack, before its result being divided. You apply the weapons rating from your primary gun to the first target, as per usual, however the weapons rating applied to your second target is that of your 'off-hand weapon'.


Now. This could arguably also be applicable when targeting 2 or more opponents. Another thing to look at is the bonus. I think +2 is justifiable due to the conditions specified, but if you broaden the criteria, lowering it to +1 may be necessary. The latter bit about weapons ratings to each target seems to fit the intent.

Just a possibility, or you could work upon your pre-existing idea. I'd be interested in seeing the end result of what you come up with.
Title: Re: Gun Stunts
Post by: Drachasor on February 14, 2011, 08:43:59 PM
These generally seem on the level of Weapon stunts.  The book advises that weapon stunts should be stronger than gun stunts.
Title: Re: Gun Stunts
Post by: Howl on February 14, 2011, 08:59:58 PM
Interesting gun stunts. Extremely skilled is overpowering, but the other stunts are well done. I actually created a Double tap stunt also a while ago:

[-1] Double Tap; add +1 to the weapon rating of a gun you are using.

The Gun Kata stunt is awesome. Equilibrium is a very fun movie ;D
Title: Re: Gun Stunts
Post by: Seb Wiers on February 14, 2011, 11:54:33 PM
I dunno, Gun Kata seems a bit to good.  It seems like it potentially lets you avoid buying a range of skills that over-all are already less combat effective than Guns.  Can any other single combat (or other mundane) skill defend against all physical attacks (Fist, Weapon, Gun or Magic), assuming you have a 1 refresh stunt?  If not (or even so), without costing something for each use it seems to easy.  Requires a fate point?  Counts as your next action?  Uses up all your ammo?  Seems like there should be SOME cost per use besides just the refresh.
Title: Re: Gun Stunts
Post by: Tbora on February 15, 2011, 12:57:10 AM
Their is lore stunt In the books that grants exactly this AND it includes social defenses, considering this a way less useful version of that I'd call Gun Kata perfectly fair.
Title: Re: Gun Stunts
Post by: crusher_bob on February 15, 2011, 01:07:09 AM
The thing with lore is a power.  Most notably, if you have that, you lose the +2 bonus for being plain mortal.  That's why point for point, powers give you more oomph per point of refresh.
Title: Re: Gun Stunts
Post by: Piell on February 15, 2011, 01:22:07 AM
Their is lore stunt In the books that grants exactly this AND it includes social defenses, considering this a way less useful version of that I'd call Gun Kata perfectly fair.

What lore stunt (or power) would you be referring to?
Title: Re: Gun Stunts
Post by: Saedar on February 15, 2011, 01:24:17 AM
I know of a conviction stunt... No lore stuff.
Title: Re: Gun Stunts
Post by: Tbora on February 15, 2011, 01:35:31 AM
The thing with lore is a power.  Most notably, if you have that, you lose the +2 bonus for being plain mortal.  That's why point for point, powers give you more oomph per point of refresh.

Most supernaturals to get an equivalent can have an IoP to regain the bonus so long as it is appropriate for their concept.
Title: Re: Gun Stunts
Post by: admiralducksauce on February 15, 2011, 01:40:29 AM
I thought Shot on the Run was a stunt carried over from SOTC that Kincaid has.  It's the exact same thing as Gun Kata; use Guns to defend against physical attacks.

Although I might be wrong, I don't have the book in front of me.  Anyhoo, you could also just limit it to using Guns to defend against ranged attacks rather than melee (citing it using Athletics' trapping of ranged defense).

Or have 1 stunt, Shot on the Run to defend against ranged, and then have Gun Kata as a second stunt limited to defense against melee attacks.

EDIT: Kincaid doesn't have what I thought he did.  I still stand by my last suggestion, though. :)
Title: Re: Gun Stunts
Post by: wyvern on February 15, 2011, 01:47:06 AM
Their is lore stunt In the books that grants exactly this AND it includes social defenses, considering this a way less useful version of that I'd call Gun Kata perfectly fair.

The ability you're referring to is a Power, not a Stunt - and is arguably not correctly priced or appropriate for PC use anyway.*  In point of fact, if you look over the examples for creating your own stunts, "Gun Kata" is literally the textbook example of a stunt that's too powerful and needs some limitations.

* footnote: I've argued that point in the past, and I'm aware that a number of people will disagree; your mileage may vary.  I suggest consulting with your GM before assuming that any Power outside of YS is legal for your game.
Title: Re: Gun Stunts
Post by: fantazero on February 15, 2011, 01:53:45 AM
How about

The Brian Moman
You win at everything, for forever  ;D
Title: Re: Gun Stunts
Post by: UmbraLux on February 15, 2011, 01:55:05 AM
I have a couple minor issues with Gun Kata as written, but the power is the less important issue.  
[-1] *Gun Kata; may use Guns instead of Athletics for Defensive Tests against Physical Damage attacks (Fist, Weapon, Gun or Magic) but not Social or Mental attacks
The most significant problem is the 'story' result.  It simply doesn't make sense for Guns to become a viable defense in all situations.  I'd rephrase it as ...may use Guns for Defensive Tests when the weapon is a viable threat and the threat is enough to deter or hamper attacks.  Mechanically, it limits Guns as a defense to targeted attacks (not grenades or fireballs) and probably requires using a pistol against attackers in the same zone (rifles are much harder to point at someone close enough to shove the barrel aside).  Making it situational would also negate the minor nitpick I have with the stunt's power.

[-1] Two-Gun Mojo; can make a Second attack with an off-hand weapon as a Supplemental Action with the penalty applying to both attacks. An additional Supplemental move action can be taken but it will impose an additional -1 to all actions
This seems fine to me, perhaps even a bit underpowered.  I'd be tempted to allow it without the supplemental action penalty since you're paying for the ability with refresh.

[-1] Double Tap; May add half of the base Gun damage against one target on top of the regular damage
For ease, I'd probably give double taps a simple +1 to damage and three round bursts a +2.  Probably doesn't need to be said, but I'd also limit both to weapons capable of double taps / burst fire.

Quote
[-1] Extremely Skilled; +5 Skill Points
While this may be a bit much, I'm curious - what do people think the relative value is between refresh and skill points?
Title: Re: Gun Stunts
Post by: Steppenwolf on February 15, 2011, 02:10:19 AM
Hello, I'm a new user, even if I was lurking since some days ago.

Reading this topic, I can suggest another option for Gun Kata:

YCarbine Training: You are trained to use carbines in melee fighting, other than shooting.
Every time you have a rifle you can use the Gun Skill to defend against Fists or Weapons. In the very next action, if you want to use Guns, you can only act like you were using Weapons or Fists (i.e.  melee actions or throwing the rifle).

Sorry for the poor wording...
I hope it helps
Title: Re: Gun Stunts
Post by: Seb Wiers on February 15, 2011, 02:24:50 AM
Well, if all yer talking about is using a long-arm to block / parry with, I can see that as a defense against fists or melee, sure.  That's pretty much just the weapons skill, used with a (rather expensive) club.  But how does that protect against magic, any more than having melee and a sword would?
Title: Re: Gun Stunts
Post by: admiralducksauce on February 15, 2011, 04:17:03 AM
Well, if all yer talking about is using a long-arm to block / parry with, I can see that as a defense against fists or melee, sure.  That's pretty much just the weapons skill, used with a (rather expensive) club.  But how does that protect against magic, any more than having melee and a sword would?

You're reflexively shooting at the threat to suppress it, be it mage or gunman.  Without the stunt, you'd have to use Guns to set up a Block beforehand.
Title: Re: Gun Stunts
Post by: Seb Wiers on February 15, 2011, 06:44:37 AM
Sounds like it should take up your next action and establish a block then.  Damn effective, to be sure.
Title: Re: Gun Stunts
Post by: BumblingBear on February 15, 2011, 01:54:16 PM
Sounds like it should take up your next action and establish a block then.  Damn effective, to be sure.

I like this idea.

A free action defense with guns doesn't make any sense against magic or ranged weapons.

What would make sense is defending against melee attacks with guns, and establishing blocks against ranged attacks.

Equilibrium is a nifty movie, but guns and magic don't behave the same way.  Magic is targetted with your mind.. plus, thematically most high level evocation attacks seem to be beams that are swept across the target.  Even someone who could avoid bullets could not avoid that.

Either way, these gun stunts/powers are pretty cool and awfully powerful.  I'd think they would not be suitable for any but the most powerful characters OR a character whose nature is reflected in their high concept.

Think... Roland from the Dark Tower series by Steven King.  With the high concept, "Gunslinger of Avalon", I think it would be appropriate for him to have really powerful gun stunts.

Being able to defend with an attack skill is kind of a big deal because it frees the character up to take higher non combat skills.
Title: Re: Gun Stunts
Post by: Ren on February 15, 2011, 02:49:45 PM
Let's try these altered versions.


[-1] Two-Gun Mojo; can make a Second attack with an off-hand weapon as a Supplemental Action with the penalty applying to both attacks. An additional Supplemental move action can be taken but it will impose an additional -1 to all actions. If both attacks are at the same target only apply the supplemental action penalty to the off-hand weapon, though the additional penalty for moving still applies.

[note: I think the original version of this Stunt is just fine. It's -1 to-hit for each attack (-2 total really) with an extra penalty for moving in addition.]

[-1] Double Tap; May add +1 to the Base Weapon Value against a single target.

[-1] Gun Kata; You may use Guns instead of Athletics for Defensive Tests against Directed and Visible Physical Damage attacks (Fist, Weapon, Gun or Magic) but not Social or Mental attacks. If the attack can be seen coming, Gun Kata can be used to avoid it, but this will not allow you to avoid Are of Effect attacks of any form. Example; it can be used to dodge a bullet or dodge a lance of magic power, but not a grenade or fireball.

Title: Re: Gun Stunts
Post by: bitterpill on February 15, 2011, 02:54:38 PM
The thing about Gun Kata was it was a martial arts with guns as a form weapon so the stunt that allows Guns to dodge makes sense as long as it has the limits of athletics (you cannot dodge area of effect spells) as conceptually the dodges and the shooting are tied together as mutually benefitting actions.

I suppose a potentially broken version of gun kata would be that any guns rolls could be complimented by athletics and visa vesur which would be far stronger than the current version because it would allow benefits from speed powers to an attack roll.  

Also with supernatural speed powers can you dodge area of effect if you have a free action move remaining?
Title: Re: Gun Stunts
Post by: AlexFallad on February 15, 2011, 08:52:48 PM
While this may be a bit much, I'm curious - what do people think the relative value is between refresh and skill points?

Just an aside...my group is converting Shadowrun to Fate, and the Mortal Stunt level we put for exchanging refresh for skill points was actually only at the 1:1 level.  This mostly was used for mid-level cyberware that definitely was not reflected by powers.  In our SR to Fate, Wired Reflexes definitely called for Inhuman Speed, but Reaction Enhancers or Muscle enhancements just boosted a skill like Might or Athletics.

Anywho, we decided 1:1 was fair because the bonus to the skill "broke" the skill tree/pyramid. 
Title: Re: Gun Stunts
Post by: bobjob on February 15, 2011, 09:12:09 PM
Quote
Just an aside...my group is converting Shadowrun to Fate, and the Mortal Stunt level we put for exchanging refresh for skill points was actually only at the 1:1 level.  This mostly was used for mid-level cyberware that definitely was not reflected by powers.  In our SR to Fate, Wired Reflexes definitely called for Inhuman Speed, but Reaction Enhancers or Muscle enhancements just boosted a skill like Might or Athletics.

Anywho, we decided 1:1 was fair because the bonus to the skill "broke" the skill tree/pyramid

I kind of dig that reasoning. I'm going to have to play around with it a bit.
Title: Re: Gun Stunts
Post by: AlexFallad on February 15, 2011, 09:24:18 PM
I kind of dig that reasoning. I'm going to have to play around with it a bit.

To be fair, another part of our reasoning was we assumed our players would use this particular mechanic to their advantage and not when it only gave a so-so benefit.  For example, a 20 point skill guy with 1 +5, 1 +4, 1 +3, 2 +2's and 4 +1's would get a big benefit if he used the 1:1 option to boost Athletics from +5 to +6.  I mean damn, we all know how many skill points it takes to pyramid up to a skill at +6 when starting at 20 skill points. Crap+ton :)

On the other hand, if someone wanted to say muscle enhancements were boosting their Athletics from +2 to +3, it's probably to their advantage to just buy the +3 Athletics normally and say it's "flavor" that part of their skill is from cyberware.
Title: Re: Gun Stunts
Post by: wyvern on February 15, 2011, 09:33:04 PM
And, to be fair, a generic +1 to a skill under all circumstances is the realm of a Power, not a stunt.  Given the shadowrun standard fluff that having too much cyberware makes you less human, that seems not too unreasonable for the setting - but I wouldn't suggest allowing it without giving up the +2 pure mortal bonus.
Title: Re: Gun Stunts
Post by: BumblingBear on February 15, 2011, 09:41:06 PM
Let's try these altered versions.


[-1] Two-Gun Mojo; can make a Second attack with an off-hand weapon as a Supplemental Action with the penalty applying to both attacks. An additional Supplemental move action can be taken but it will impose an additional -1 to all actions. If both attacks are at the same target only apply the supplemental action penalty to the off-hand weapon, though the additional penalty for moving still applies.

I like this.  I thought the first version was ok too actually, but I don't think this one would really upset anyone.



Quote
[-1] Double Tap; May add +1 to the Base Weapon Value against a single target.
I like this a lot too.

Quote
[-1] Gun Kata; You may use Guns instead of Athletics for Defensive Tests against Directed and Visible Physical Damage attacks (Fist, Weapon, Gun or Magic) but not Social or Mental attacks. If the attack can be seen coming, Gun Kata can be used to avoid it, but this will not allow you to avoid Are of Effect attacks of any form. Example; it can be used to dodge a bullet or dodge a lance of magic power, but not a grenade or fireball.

This one still seems OP to me.  At the cost of 1 refresh, this character would basically not need athletics at all.  That would be like combining conviction and discipline into one skill for a wizard... for one refresh.

Guns are powerful and can attack 3+ zones away.  This makes it even more powerful.

Plus, some of the attacks in the book (magical) were as thick around as a bucket.  I really don't see a gun kata defending against that... or say... a shotgun blast.  It just doesn't make sense.

I personally would make it like:


-1 Gun Kata  When wielding one handed guns, add +2 to athletics for defensive checks vs. projectiles (including magic).


Title: Re: Gun Stunts
Post by: My Dark Sunshine on February 16, 2011, 02:12:54 PM
Okay. Playing Devil's Advocate here...

My main problem with the Two-gun Mojo stunt is that it makes a mockery of Spray attacks. Targeting two targets? Don't bother splitting your attack in half, simple subtract one from each result!

At lower-levels of the Gun skill rating, the differences aren't exactly high and are reasonable enough for the benefits of a Stunt.

A Fair (+2) Gunman attacking two targets, splits the net roll [keeping it basic] of 2 by 2, for a total of 1 against each target.
Using the Stunt, it'd still equal an average attack against each.

A Great (+4) Gunman does the same, for a total of 2 to each attack. Each target receives a Fair attack.
Using the Stunt, this becomes a Good attack. Now a difference creeps in between the two attacks.

For every two you increase the Gunman's skill, the gap opens up by another one. There will also be a noticeable different when applying manoeuvres etc, as they won't be split either (but I guess, would only apply to one target; unless fate points are spent). That is assuming they split the attack results evenly. Now. This in itself is not too-unbalanced. However the ability to attack a single target twice in one round simply seems over-powered, especially at only a -1 penalty.

Usually to make 2+ attacks, you have the actually split the result. Even the ability to make multiple attacks against one target using the Spray attack rules seems more balanced; and that is probably a better suggestion then my last one.

Perhaps limiting your current stunt to the same &/or adjacent zone would help. I can't see someone wielding two pistols being very accurate at a 3+ zones distance. Which would give it drawbacks, and a character focused on Sniping would be as balanced...

Just my thoughts. I'm not trying to discourage you from making new and inventive stunts, I just try to stay on the side of caution when it comes to balancing issues. In fact, I'd rather encourage such ideas, and the discussions about them.

Title: Re: Gun Stunts
Post by: admiralducksauce on February 16, 2011, 02:14:12 PM

-1 Gun Kata  When wielding one handed guns, add +2 to athletics for defensive checks vs. projectiles (including magic).


Heh, isn't that OP?  Let's say I'm making a gunfighter and let's say sure, it's a 7-refresh game (whatever that power level's fancy name is, I forget), and my Guns and Athletics are both 4.  Now for 1 refresh I can dodge at 6.
Title: Re: Gun Stunts
Post by: Ren on February 16, 2011, 04:16:19 PM
Heh, isn't that OP?  Let's say I'm making a gunfighter and let's say sure, it's a 7-refresh game (whatever that power level's fancy name is, I forget), and my Guns and Athletics are both 4.  Now for 1 refresh I can dodge at 6.

Buts that's a 6 vs Ranged Attacks Only. In any case I am fairly happy with the current versions of all 3 Stunts.

I can see the argument against the power-creep for Two-Gun Mojo but then again a great (+4) Gunman SHOULD be a lot better at placing more bullets more accurately than a Fair (+2) Gunman.

As for Gun Kata yes its is a good Stunt but its only versus directed projectiles, NOT Area of Effect, not Fists and not Weapons so I think those 'Catches' are a more than sufficient balance.
Title: Re: Gun Stunts
Post by: BumblingBear on February 16, 2011, 05:30:31 PM
Heh, isn't that OP?  Let's say I'm making a gunfighter and let's say sure, it's a 7-refresh game (whatever that power level's fancy name is, I forget), and my Guns and Athletics are both 4.  Now for 1 refresh I can dodge at 6.

Yeah but that would only be while holding 1 handed guns and would not be viable against melee.  It's really powerful but I would allow it because it is so specialized.
Title: Re: Gun Stunts
Post by: BumblingBear on February 16, 2011, 05:33:41 PM


As for Gun Kata yes its is a good Stunt but its only versus directed projectiles, NOT Area of Effect, not Fists and not Weapons so I think those 'Catches' are a more than sufficient balance.

If you took magic out of there I would like your version.  As I said before, I just don't see how magic could be predictable like the vectors of bullets.

I mean, if I wanted to I could curve an evocation, or make it a slashing straight line... you could even call lightning.  I just can't see a guy doing a gun kata avoiding that...

VS. bullets it is 100% thematically and mechanically appropriate, though.
Title: Re: Gun Stunts
Post by: Ren on February 16, 2011, 05:40:10 PM
Also, thinking of another Stunt(s); "Gunslinger" or "Quick-Draw Artist" or maybe even another for "Trick Shot Artist"?
The idea is to reflect somebody who can draw and fire quickly and accurately in the first round of combat and only slightly less so in subsequent rounds

option 1: Gunslinger [-1]; Your ability to draw and shoot from the hip accurately are legendary; With a one-handed and holstered handgun you gain +2 to your initiative for the first round of combat and +2 to your attack roll. In subsequent rounds this drops to +1 Initiative and +1 to your attack.

option 2: Gunslinger [-1]; Your ability to draw and shoot from the hip accurately are legendary; With a one-handed and holstered handgun you gain +2 to your initiative for the first round of combat. In subsequent rounds this is replaced by a +2 to your attack.

Trick-Shot Artist[-1]; Your ability to perform incredible feats of shooting is more than legendary; You may use Guns to perform Maneuvers or Declarations that place Aspects on a target and in addition you gain +2 to Guns for the purpose of such maneuvers.

-I'm considering adding a Fate Point to the cost of any or all of the above as part of the cost but I'm on the fence about it.
Title: Re: Gun Stunts
Post by: Ren on February 16, 2011, 05:43:24 PM
The idea behind being able to dodge Magic is that it is limited to only attacks that can be seen. You can curve the shot all you like but if the character can see it coming in he can have the chance to avoid it. Not saying its going to be easy but it fits the flavor of using the Kata in a world with magic-users. 
Title: Re: Gun Stunts
Post by: BumblingBear on February 16, 2011, 05:56:57 PM
Also, thinking of another Stunt(s); "Gunslinger" or "Quick-Draw Artist" or maybe even another for "Trick Shot Artist"?
The idea is to reflect somebody who can draw and fire quickly and accurately in the first round of combat and only slightly less so in subsequent rounds

option 1: Gunslinger [-1]; Your ability to draw and shoot from the hip accurately are legendary; With a one-handed and holstered handgun you gain +2 to your initiative for the first round of combat and +2 to your attack roll. In subsequent rounds this drops to +1 Initiative and +1 to your attack.

option 2: Gunslinger [-1]; Your ability to draw and shoot from the hip accurately are legendary; With a one-handed and holstered handgun you gain +2 to your initiative for the first round of combat. In subsequent rounds this is replaced by a +2 to your attack.

Both of these are really overpowered for a mortal stunt.  Consider that a mortal stunt for being a blade master only gives a +1 to your attack with a sword.  Maybe a +2 with a very specific, named weapon.

I think for option 2 if you made the attack +1 after the initiative bonus, that would be borderline but ok (with 1 very specific gun it could be +2).  It would also be awesome. :)

The idea behind being able to dodge Magic is that it is limited to only attacks that can be seen. You can curve the shot all you like but if the character can see it coming in he can have the chance to avoid it. Not saying its going to be easy but it fits the flavor of using the Kata in a world with magic-users. 

No, it really doesn't.

The Gun Kata in equilibrium was a learned series of movements to dodge attacks based on the probability of where they were coming from, when, and from what vectors.  It had nothing to do with visually dodging at all.

Dodging an attack is athletics whether one has a gun or not.

My version added +2 to athletics because it would not make any sense for an out of shape person to be making weird poses and dodging much of anything.  It would make sense that the gun kata would stack on top of athletics.  The more lithe and athletic the person, the more effective the gun kata would be (like in the movie).

Lastly, who says that magic attacks have to be visible?  Heck, who says that they even have to originate from you?  Using levitation, one could fling at rock at the gunslinger from /behind/ him.  There's no probability in that.  There's no predictability.  How do you predict lightning?

Adding +2 against magic for "gun kata" in my version is actually fairly generous in my opinion.
Title: Re: Gun Stunts
Post by: Ren on February 16, 2011, 06:17:37 PM
I understand that magic doesn't have to be visible, indeed it would not work against an invisible attack.
However you are correct about the Movie version being about predicting vectors, angles of attack and such so I can see that argument against it.
Title: Re: Gun Stunts
Post by: bobjob on February 16, 2011, 07:40:52 PM
Quote
option 1: Gunslinger [-1]; Your ability to draw and shoot from the hip accurately are legendary; With a one-handed and holstered handgun you gain +2 to your initiative for the first round of combat and +2 to your attack roll. In subsequent rounds this drops to +1 Initiative and +1 to your attack.

option 2: Gunslinger [-1]; Your ability to draw and shoot from the hip accurately are legendary; With a one-handed and holstered handgun you gain +2 to your initiative for the first round of combat. In subsequent rounds this is replaced by a +2 to your attack.

Trick-Shot Artist[-1]; Your ability to perform incredible feats of shooting is more than legendary; You may use Guns to perform Maneuvers or Declarations that place Aspects on a target and in addition you gain +2 to Guns for the purpose of such maneuvers.

Options 1 and 2 are OP when you consider the rules for Mortal Stunts starting on YS148. It's almost like you're combining two Mortal Stunts together for the full benefit instead of using the rules for combining stunts to get half benefit.

Here are a few examples what trappings can do that seem to be in the same vein you're looking to go:
Give a +1 to attack, improving accuracy under a specific circumstance. (Example: Target-Rich Environment)

Give a +2 to an attack's result, applied only if the attack was successful, under particular conditions (Example: Lethal Weapon)

Combine any two of the 2-shift effects from above at half value (Example: Scene of the Crime)

Get a more powerful effect, but only when you spend a fate point and usually only allowed once per scene (Example: Killer Blow)

I would rework Gunslinger like this:

Gunslinger [-1]; Your ability to draw and shoot from the hip accurately are legendary; With a one-handed and holstered handgun you gain +2 to your initiative for the first round of combat.

Also, there is a Trick Shot Artist (Guns) trapping that Marcone has on OW189. Here it is.

Trick Shot Artist (Guns): When attacking with Guns, +2 on the roll for shots taken at things (not characters), such as ropes holding chandeliers, etc. (Particularly effective when used with Taking Aim).
Title: Re: Gun Stunts
Post by: Tbora on February 16, 2011, 07:47:38 PM
Well for one thing its established that defensive stunts are made at +2 and per RAW it's totally legitimate. If you or your GM wants to house rule otherwise that's totally fine, but at least according ton the rules non attack stunts are always either +2 or +1 with an increase to +3 for a fate point.
Title: Re: Gun Stunts
Post by: Ren on February 16, 2011, 08:33:58 PM
I would rework Gunslinger like this:

Gunslinger [-1]; Your ability to draw and shoot from the hip accurately are legendary; With a one-handed and holstered handgun you gain +2 to your initiative for the first round of combat.

Also, there is a Trick Shot Artist (Guns) trapping that Marcone has on OW189. Here it is.

Trick Shot Artist (Guns): When attacking with Guns, +2 on the roll for shots taken at things (not characters), such as ropes holding chandeliers, etc. (Particularly effective when used with Taking Aim).

The problem with that version of Gunslinger is that there is already an Alertness Stunt (On your toes) that gives a blanket +2 to initiative. Which is why I limited the Bonus to Handguns but add an Attack Bonus to compensate for the restriction.

I like that Trick Shot stunt though...that could be very useful...
Title: Re: Gun Stunts
Post by: bobjob on February 16, 2011, 08:46:43 PM
Quote
The problem with that version of Gunslinger is that there is already an Alertness Stunt (On your toes) that gives a blanket +2 to initiative. Which is why I limited the Bonus to Handguns but add an Attack Bonus to compensate for the restriction.

Ok then, how about this:

Gunslinger (Guns); Your ability to draw and shoot from the hip accurately is legendary; With a one-handed and holstered handgun you may substitute your Guns skill for Alertness to determine Initiative and you gain +2 to your initiative for the first round of combat.
Title: Re: Gun Stunts
Post by: Ren on February 16, 2011, 08:56:58 PM
I like it!
Title: Re: Gun Stunts
Post by: Katarn on February 16, 2011, 09:34:41 PM
Ok then, how about this:

Gunslinger (Guns); Your ability to draw and shoot from the hip accurately is legendary; With a one-handed and holstered handgun you may substitute your Guns skill for Alertness to determine Initiative and you gain +2 to your initiative for the first round of combat.


Rename Han Shot First.
Title: Re: Gun Stunts
Post by: bobjob on February 16, 2011, 09:44:49 PM
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Rename Han Shot First.

Where is my Like button? Damnit, I'm not on Facebook.
Title: Re: Gun Stunts
Post by: bobjob on February 16, 2011, 10:20:19 PM
Alternately, you could do this:

Gunslinger (Guns); Your ability to draw and shoot from the hip accurately is legendary; With a one-handed and holstered handgun you may substitute your Guns skill for Alertness to determine Initiative and you do not gain the -1 from the Supplemental action for drawing your weapon and firing in the same round so long as you do so on your Initiative. As a matter of fact, you gain +1 to your roll to hit for the first round only.

The way I see it, you're changing the alertness trapping and then giving a 2 shift effect. Maybe that is OP though, I dunno.
Title: Re: Gun Stunts
Post by: bobjob on February 16, 2011, 11:29:42 PM
Also found these in the Homebrew stunts which could be used:

Quick Draw: You can draw and use a weapon in a single motion. You take no penalty when drawing a weapon as a supplemental action (page YS:213); if you're in a race to see who draws first, or anything else having to do with your speed or ability to draw, gain a +1 on the roll.

Iaijutsu: (Requires Quick Draw) You are trained in iaijutsu, the art of drawing a sword. The first attack you make with a sword each scene gets a +1 bonus to hit and inflicts two additional stress.
Title: Re: Gun Stunts
Post by: Ren on February 17, 2011, 05:16:48 PM
Alternately, you could do this:

Gunslinger (Guns); Your ability to draw and shoot from the hip accurately is legendary; With a one-handed and holstered handgun you may substitute your Guns skill for Alertness to determine Initiative and you do not gain the -1 from the Supplemental action for drawing your weapon and firing in the same round so long as you do so on your Initiative. As a matter of fact, you gain +1 to your roll to hit for the first round only.

The way I see it, you're changing the alertness trapping and then giving a 2 shift effect. Maybe that is OP though, I dunno.

I like this version and I also like the "Quick Draw" and  "Iaijutsu" stunts as well. Would have to rename  "Iaijutsu" as "Gunslinger" or something though.
Title: Re: Gun Stunts
Post by: AlexFallad on February 17, 2011, 09:54:50 PM
And, to be fair, a generic +1 to a skill under all circumstances is the realm of a Power, not a stunt.  Given the shadowrun standard fluff that having too much cyberware makes you less human, that seems not too unreasonable for the setting - but I wouldn't suggest allowing it without giving up the +2 pure mortal bonus.

Actually, you can get a +1 to non-combat skills with a broad application as a mortal stunt.  Maybe bioware that enhances muscle performance would be a +1 to Athletics for Climbing, Jumping, and Sprinting (and other apps within reason but stay away from combat apps as a must).