Aggressor

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Dude treads.jpg
Intelligence Requirement:Simple (1)
Stage Stamina:2D (2-12)
Maximum Stages:5
Bonuses:
to Hit+2 : 1-3 (roll 1D6)
+3 : 4-6
Damage+2 : 1-3 (roll 1D6)
+3 : 4-6
to Duck+1
Option+1


A being that chooses the occupation of Aggressor is perfecting the use of a particular type of weapon. Aggressors are devoted combatants and are effective in most situations.

The proficiency of an Aggressor lies in two areas. First, their aim becomes sharpened. This takes the form of a bonus to Hit, making their aim more often on target, and a bonus in Damage, meaning that their hits are better placed. Second, an Aggressor gains more specialized skills in the use of his weapons. These skills are known as Options and will be described shortly. A being will receive one Option for each stage of Aggressor that is gained. Most Options can be taken repeatedly and the effects are cumulative. Once someone has reached fifth stage of Aggressor in one weapon type he will receive the Option of Placement.

In addition, a stage of Aggressor will give a marginal bonus to Duck.

The weapon types that someone can choose from are: Pistols, Rifles, Assault, or Edged.

Options

There are 11 options that may be chosen from (not including placement). They are:

Accurate Range +10%

Increases the accurate range that a weapon can be fired by 10% of the original accurate range. Of course, accurate range cannot go beyond effective range.

Concentrate

Normally when using an assault weapon, the damage before the multiplier is what is used when determining if an attack causes damage to a target of a higher stamina category. For example, a personnel scale 1Dx10 laser will not do any damage to an intermediate scale target because the 1D isn't able to reach a full point of intermediate scale stamina. Choosing the concentrate option will allow you to bypass this rule and use the full damage when considering if the attack causes damage.

Cover Fire +2 to Persuade

The ability to convince each member of an opposing group that you are firing on them when actually you are only firing on one of their members. The group has to be relativly close together, say within twenty degrees of each other from the attacker's field of vision (referee discretion). The goal of this type of attack is to force multiple members of the opposing side to take a more defensive posture, when only one of them is being fired at. If the total of your will power plus the bonus to persuade is less than your target's awareness, then the target will see through your deception and will know who is actually being fired upon. Either side can devote dice to their will power or awareness, but this rarely happens in the heat of combat as it will take away from the important attack and defense rolls.

Flourish +2 to Persuade

The ability to deceive the target in how aggressive your attack is. Each time you take this option, you will be able to adjust how many dice the attack appears by one, either way. For example, you could use two dice for the attack but make it seem that you are actually using three. Or, if you have taken two of these options, you can go fully aggressive (four dice) but make it look like you are only using two. If the total of your will power plus the bonus to persuade is less than your targets awareness, then the target will see through your deception and will know how aggressive you are actually being. Either side can devote dice to their will power or awareness, but this rarely happens in the heat of combat as it will take away from the important attack and defense rolls.

Initiative Bonus +3

The art of the quick draw. This option will give a +3 bonus on initiative rolls.

Mortal Wound

Each time this option is picked, the attacker will be able to inflict an additional point of mortal wound damage to the vital (1) placement as well as allow mortal wounds to the chest (2) and stomach (3) placements. The mortal wound damage is how much stamina per turn is lost by the recipient of a mortal wound. The points are cumulative, so this option taken multiple times will allow for more devastating mortal wounds. For example, a fourth stage Aggressor who has taken this option all four times will be able to inflict a mortal wound on a target that causes them to bleed 5 stamina per turn (or 4 stamina per turn if hit in the chest or stomach.) For all mortal wounds, the original damage inflicted is halved.

Number Used +1

Adds one to the number of weapons that can be used in one attack. The limit is the number of weapons that can be effectively held. For example, using two pistols instead of one.

Severance +1

Increases effectiveness in the use of cutting weapons. The severance rating for the weapon being used increases by one.

Shock Shooter

Allows the combination of Repeater and Sharp Shooter. A Shock Shooter can uses his first attack to aim, and his second attack from Repeater to shoot.

Switch

The ability to switch to (not from) the specialized weapon type without using any dice.

Weapon Maintenance +1D/hour.

The ability to repair the specialized weapon type.

Placement

On the fifth stage of Aggressor the option of Placement is awarded in addition to the regular option. This means that on every hit the Aggressor can choose placement, regardless of how much he beat his target by.