Weapon Focus Techniques

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Weapon Techniques are based on the Weapon Focus skill for the appropriate weapon. As stated above, the only requirement for learning a Weapon Focus skill tree is learning the Weapon Focus skill appropriate to that weapon. Some weapon focus skills, especially those pertaining to Samurai and Ninja weaponry, may be difficult to get training in if a character is not of the appropriate archetype. Neither Samurai nor Ninja are especially keen about giving out traditional secrets. In general however, these techniques are available to anyone.

It is important to note that Weapon Focus skills require powerful weapons when one reaches the more potent abilities. The first three Weapon Techniques of any tree can be used with any weapon of that type. The Fourth and Fifth techs require a Level 2 weapon. The Sixth and Seventh techs require a Level 3 weapon. Finally, the Eighth and Ninth techs require a powerful Level 4 weapon. In order to practice to learn one of the advanced techniques (i.e. spend XP on it) the character must have a weapon powerful enough to use the technique. If the character is stuck without a weapon strong enough to use one of his or her techs, and tries to use an inferior weapon, the tech will destroy the weapon, rendering it useless for any further combat. The same applies to Limit Breaks. For Limit Breaks, the first two breaks may be used with a Level 1 weapon, thereafter, every new break requires a more powerful weapon than the last.

Contents

Samurai Weapon Techniques

Kenjutsu

Minor Elemental Blade: The Samurai calls upon the most basic of elements and slashes forward, striking an enemy that does magical elemental damage, instead of physical. Minor Elemental Blade is resisted by Spirit instead of Toughness, and the damage is Fire, Ice, or Lightning Elemental, as chosen by the Samurai. The Samurai adds his Vis attribute to the damage.
Mana: 10
Shots: 4

Body Break: The Samurai targets weak points in the target's body when she next strikes, dealing normal damage and inflicting Str 1/2 or Tgh 1/2 on the enemy, beginning on the next shot. This status lasts for a number of shots equal to the Samurai's Weapon Focus AV + his Willpower.
Mana: 12
Shots: 4

Soul Break: The Samurai attacks spiritually, breaking down the enemy's mystic abilities. This attack does normal damage against the target's Spirit, and inflicts Spr 1/2 or Vis 1/2 beginning on the next shot. This status lasts for a number of shots equal to the Samurai's Weapon Focus AV + his Willpower.
Mana: 12
Shots: 4

Mindtwister: With this mystic attack, the Samurai does no real damage to the enemy's body, instead, he drains spiritual reserves. The attack does Crushing damage on the enemy's Mana, drawing the target's mental reserves into the blade. There the mana waits, ready to be absorbed by the Samurai, or any of his companions. Absorbing mana from the sword is a 1 shot action for the Samurai, or a 2 shot action for any companion. The samurai may also use his 1 shot action to transfer any amount of mana in the sword to any consenting ally, rather than to himself. The samurai must consent to have the mana drawn out. If someone, even the Samurai, draws in more mana than his maximum, and does not immediately use it up on his next action, that mana dissipates in a spray of magical color, leaving the character at their maximum mana.
Mana: 0
Shots: 2

Painblade: The Samurai calls upon the memory of pain and suffering, imbuing his weapon with terrible black, green, and red energies, and a good deal of extra power. If the weapon hits, the attack does Upgrade 2 damage, and carries the Painstrike ability.
Mana: 20
Shots: 4

Major Elemental Blade: The Samurai calls upon the greater elements and attacks, her weapon imbued with elemental force. As with Minor Elemental Blade, this attack does Magic Elemental Damage and is resisted by Spirit. The element is chosen from among Poison, Holy, Darkness, Wind, Water, and Earth by the Samurai. The Samurai adds twice his Vis to the damage. Further, the blade carries a number of nasty effects depending on the element chosen. A list appears below.
Poison - Poisonstrike
Wind - Slowstrike
Water - Confusestrike
Earth - Breakstrike
Darkness - Cursestrike
Holy - Vis 1/2
Mana: 25
Shots: 4


Agonyblade: The greatest of suffering awaits those on the other end of this attack. The Samurai brings up her most painful memory, and imbues it into her blade, which glows a vile purple, and vibrates with a pained note. Upon striking, the Samurai does Upgrade 1 + Vis x3 damage in Poison Elemental damage, and inflicts the following status effects on the target: Blind; Silence; Poison; Slow; Confuse; Sleep; Zombie; Curse; and Vit 0. If the target is immune to any of those effects, they resist the ones they are immune to, but not the others. Again, as with other elemental attacks, the damage is resisted by Spirit, not Toughness.
Mana: 30
Shots: 4


Flarestrike: The power of a star settles into the Samurai's weapon, and shreds the target it strikes with non-elemental magical damage. The Samurai adds his Visx2 to his Base Damage, and the whole strike gets Upgrade 2. All the damage is magical and non-elemental, so it is resisted with Spirit. Flarestrike also imposes Spr 0 on the target.
Mana: 35
Shots: 4

Heaven & Earth: The wind blows, the earth trembles, the waters stir. Divine retribution falls in the form of the Samurai's blade. Heaven and Earth inflicts Upgrade 1 + Vis x3 damage in Earth, Wind, Water, and Holy elemental damage, for a total of 4 'hits' in a single blow. As with other elemental attacks, the damage is resisted with Spirit instead of Toughness. Spirit is applied to each element separately. In addition, one cannot recover from such an attack quickly. The target's next action is delayed by 2 shots. In addition, this attack is not kind to the ground or any buildings in the battle area, and probably should not be used inside delicate structures.
Mana: 30
Shots: 4

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Rapier Techniques

Swashbuckling

Note: The Rapier techs all have a zero shot cost, and they all persist for 20 shots. They can be used before any action the Rapier specialist takes, including before his first action in the round. As many techs as desired can be activated at a time, the only limitation being that the mana cost must be paid for each. Techs MUST be activated before the dice are rolled for any particular action, if the specialist wants them to apply to that action. In general, a Rapier specialist will choose one to three techs that will serve him best in a particular combat, and activate those at the beginning of the combat, refreshing them throughout.

Swashbuckling: Fancy manuevers, impressive flourishes, unpredictable stunts! These are the bread and butter of those who focus on fighting with the most elegant of Melee weapons, the Rapier. Swashbuckling gives the Rapier specialist Upgrade 1 to all melee attack rolls while it's active. In addition, it removes any penalty for purely dramatic or stylistic stunts, allowing the specialist to use her full AV when executing outrageous manuevers, picking off opponent's buttons, and the like.
Mana: 5
Shots: 0

Blackbeard: Named for a famous pirate, this technique substantially improves the Rapier Specialist's chances to get a critical hit. No longer purely dependent on chance, the specialist gets Upgrade 1 on any roll where the attack roll exceeds the Opponent's dodge by 5 or more.
Mana: 5
Shots: 0

Benetti's Defense: Useful in situations where the terrain is rocky or uneven, but certainly of use in more regular situations as well. Benetti taught a style of defense that was highly based on unpredictable movement, and clever parrying. While using this technique, the Rapier Specialist gets Upgrade 1 to her dodge.
Mana: 5
Shots: 0

Cappafeo's Focus: As a response to the Benetti school of fencing, a master named Cappafeo developed a technique that would bypass such 'dancing tricks' as he called them. It involves an intense, almost maniacal focus on one's opponent, but the rewards it yields are great. A person using the Cappafeo technique reduces the opponent's dodge to zero + any bonus for Speed, and ignores any active dodges, thus landing many more hits, and making all hits much more precise and damaging.


Mana: 7
Shots: 0

Tybalt's Wall: Tybalt's Wall: As a further response to Cappafeo, a contemporary of both masters named Tybalt developed an impressive defensive routine. Rapiers do not have the stopping power that larger swords do, but often even a slight change in the course of an attack can greatly reduce it's power. The Tybalt technique concentrates on building an impressive "steel wall" of defense, never letting an attack come in without being nudged away at least a little. The result is substantially less damage to the specialist. Using the Tybalt's Wall technique adds the user's Weapon Focus Action Value as Armor. In a way, this cancels the Cappafeo focus, as the extra damage is negated by the defensive wall.
Mana: 7
Shots: 0

Agrippa's Needle: As the three schools of Benneti, Cappafeo, and Tybalt pushed rapier fighting into more and more fancy and involved techniques, a smaller school was practicing a powerful technique that focused on sheer economy of motion. There is nothing fancy about the Agrippa technique, but it reigns supreme over techniques such as Tybalt's Wall, and even the armor of many fighting forces or monsters. Agrippa spent hours teaching his students a very simple ,and nearly unstoppable thrust, a move he believed should be the primary focus of Rapier fighting. He could fence with the best of them, but believed that the best attack was a quick and simple lighting-jab forward. Using the Agrippa technique, all rapier attacks become Piercing.
Mana: 10
Shots: 0

Following Wind: Speed and fortune come to all those with a strong following wind. This subtle but indispensable rapier technique teaches the specialist to go with the flow of combat, accepting what is so as to gain more opportunities to strike. All rapier attacks are at -1 shot cost when this technique is active.
Mana: 10
Shots: 0

Black Flag: Run up the black flag, it's time for bloody business! Rapier specialists who use this technique are done playing, they're ready for serious combat. When using this technique, the base damage of the specialist increases by the Specialist’s Speed (thus increasing upgrades as well) and each blow delivers a Lesser Statusstrike. The lesser status effects are Berserk, Blind, Confuse, Silence, Sleep, and Slow. Beating the opponent's dodge by 5 or more, plus any status resistances, inflicts any one of the above status that the specialist chooses.
Mana: 12
Shots: 0

Crowd Sail: This ultimate refinement of the art of Rapier fighting has the specialist moving like lightning. All Rapier attacks are at -1 shot cost, and this bonus is cumulative with Following Wind, for a total of only 2 shots for a regular physical attack.
Mana: 15
Shots: 0

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Ninja Weapon Techniques

Ninja-ken

Spirit Venom - Minor: When this power is used, the Ninja chooses one minor element, Fire, Ice, or Lightning. The Ninja imbues his blade to do the type of damage chosen, and a successful attack makes all the damage magical and of that element. Furthermore, the target so poisoned is at 1/2 Spirit against all attacks of the opposite element. A short list of opposing elements is given below. This power lasts for a number of shots equal to the Ninja's Vis x2, whereupon it must be used again.
Alternately, the Ninja can choose to just imbue his blade with the venom, but not attack. This latter use consumes the same amount of mana, but costs only 1 shot.

 Fire - Ice
Lightning - Water


Mana: 10
Shots: 4 / 1

Blades of Blood: This power uses the Ninja's weakness against the enemy, and it can only be used after she has been damaged. The Ninja coats her weapon in her own blood, and attacks an enemy. The damage of the weapon is increased by the difference between the Ninja's current hitpoints and her maximum. So a Ninja who has suffered 10 points of damage will increase her weapon's base damage by 10, for the next attack only.
Mana: 3
Shots: 4

Strike From Darkness: The Ninja makes an attack on an unsuspecting opponent, i.e. one who is not expecting to be attacked or does not know the Ninja is there. The Dodge Rating of the target is reduced to 0, and the attack is Crushing. In addition, the Ninja adds his Vis to the base damage. Strike From Darkness may be used on foes who cannot percive the Ninja due to The Shadow Hungers, or Spirit Fade, and similar effects. In general, the Ninja gets one shot with Strike From Darkness, and then that particular enemy is on guard against unseen foes. However, with a new type of concealment or a great enough distraction in the combat, it may be possible to perform additional Strikes From Darkness during a single combat.
Mana: 12
Shots: 4

Iron Reaver Soul Stealer: The ninja makes a Weapon Focus attack, and hopefully partakes of her enemy's life force. The attack is Darkness elemental, and the Ninja absorbs the entire net damage that the technique inflicts on the enemy. Creatures that absorb Darkness damage will actually steal strength from the Ninja! Also, resistances and protections against the Drain status protect creatures from the draining aspect of this attack, but not the darkness damage. Iron Reaver Soul Stealer does Upgrade 1 Damage, plus the Ninja's Vis.
Mana: 20
Shots: 4

Black Shuriken: Shuriken do very little damage ordinarily, they are more of a distraction than anything. However, with this power the Ninja pours darkness out of his blade to create a Black Shuriken that does Darkness Elemental damage equal to the Ninja's Vis Upgraded 2 when thrown. The Black Shuriken vanishes once it has damaged the target, making it a very good assassination weapon. When using this power, the Ninja makes a Weapon Focus roll. For each 5 points of the roll rounded up, one Black Shuriken is created. The rolls to create and throw the shuriken are separate. Once created, the Black Shuriken last for the Ninja's Vis in minutes. The Ninja may throw his Shuriken at multiple targets or a single target as he chooses.
Throwing a Black Shuriken is a standard, 4 shot action, while regular metal shuriken require merely 2 shots to throw (but are little more than a distraction). For each additional Black Shuriken that the Ninja throws at a single target in the same action, the damage is upgraded beyond the base Vis U2. Each additional Shuriken provides 1 additional upgrade, and the entire hit is counted as a single attack, thus, the enemy only counts their Spirit once against the Shuriken. A ninja may throw up to 1 Shuriken for every 10 points of his Weapon Focus, rounded down, in a single action. Thus a Ninja with a WF skill of 33 may throw up to 3 Shuriken in a single round, for a potential of Vis U4 when hurled at a single target. More skilled Ninja can hurl yet more Shuriken, with a truely powerful Ninja eventualy being able to rival a powerful spellcast with this ability.
Mana: 12
Shots: 2

Blade Of Darkness: The Ninja calls forth the memory of her weapon, crafting a new weapon out of pure darkness. This weapon persists for minutes equal to twice the Ninja's Vis, and does Upgrade 2 damage of the Ninjas current chosen weapon. The damage is Darkness Elemental however, rather than physical. This power is excellent for use inside areas where weapons are forbidden, or just when the Ninja wants a bit of a damage boost. Alternately, the Ninja may choose to just imbue her blade with Darkness, and not strike right away. This latter use of the power consumes the full mana cost, but only costs 2 shots.
Mana: 35
Shots: 4 / 2

Withering Darkness: The Ninja strikes deep into the body of his foe, and plants seeds of Darkness that will consume the enemy from the inside out, using the foe’s own strength against him. The ninja makes a Weapon Focus attack as normal, and if successful, delivers Upgrade 1 damage, which is physical, unless the blade is imbued with some elemental force. Immediately afterwards, the target has the Withering Darkness inflicted on it. The target’s highest non-constitution stat is chosen, and that amount of Crushing Darkness damage is inflicted on the target every shot. This lasts for a number of shots equal to the Ninja’s Vis, and though it acts much like a poison, it cannot be resisted like a poison, with poison resistances or poisoneater. Darkness immunities or absorption will prevent the damage, but resistances are useless. Poison status resistances don’t protect either, though Curse protections do.

Striking again with Withering Darkness inflicts more weapon damage, but does not reset the duration or cause a second Withering. Esuna and Remedies cannot remove a Withering Darkness, only Sorceress Magic, Elixirs, or the GF Treatment ability can remove a curse of this power, though falling into KO also removes it.
Mana: 30
Shots: 4

Strike the Shadow: The Ninja strikes not at her foe, but with her shadow at the foe’s shadow! This attack is incredibly hard to dodge, in fact, there are only two circumstances where a target may even actively dodge this attack. In the first case, if they were a Ninja with Shadowplay active, AND they were expecting the attack, they could try to dodge. Also, creatures that are actualy a living shadow, like Creeps and Murcelsombros of the Underworld can attempt to dodge normally. The latter actualy get their full dodge score. All others have their Dodge score reduced to Zero for the purposes of this attack. The Ninja strikes for Upgrade 2 damage, Darkness elemental. If the target is not aware of the presence of the Ninja, the Ninja may Strike the Shadow From Darkness, ignoring Toughness or Spirit, and adding twice his Vis to the damage. The Ninja can continue to attack in this way until he is actualy spotted, as having one’s shadow stabbed by a shadow is not at all obvious, and even after suffering pain, the foe may not have any idea where the Ninja is. The Mana costs below reflect the different costs for striking invisibly and striking normally. Using Strike the Shadow From Darkness uses the higher mana cost than simply attacking a shadow in plain sight.
Mana: 30/40
Shots: 3

Oubliette: An Oubliette is a place to put someone and forget about them. This power, when used on a target that is immune to the Blowaway status, merely does it's lesser effect of Upgrading 3 the Ninja's base damage and changing it from physical to Darkness elemental. If the target is not immune to Blowaway, however, the target simply disappears in a cloud of darkness that vanishes from sight. The target is not dead, rather... gone. Creatures with a resistance, rather than an immunity to Blowaway must have that resistance overcome by the Ninja's attack roll.
Mana: 35
Shots: 4

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Monk Weapon Techniques

Bojutsu

Most Spear Techniques were pioneered by Monks, and thus the techniques and breaks refer to them in the description.

Jump: The Monk leaps high in the air, seeming to almost hang suspended, before he comes down hard, brutally driving his spear into a foe. This attack does double the Monk's base damage, but takes twice the time to execute. For the first four shots, the monk is up in the air, the attack does not actually connect until the 5th shot of this ability. As one added bonus, some area effects will miss the monk for the 4 shots he is jumping, and the monk cannot be the target of Earth magic during those shots.
Mana: -
Shots: 8 (4/4)

Blood Sacrifice: The Monk, having sacrificed much to spiritual awareness, sacrifices her health to help her companions. The Monk chooses to sacrifice a certain number of Hitpoints, rolls Weapon Focus and cuts herself with her Spear, then spins it, sending the glittering drops of blood outward. For every 5 points, rounded down, of the roll, one ally is healed as many points as the Monk gave up. For instance, if the monk chose to lose 5 hitpoints, and rolled a 20, 4 allies would each gain 5 hitpoints. The nature of the sacrifice amplifies the Monk's gift.
Mana: 10
Shots: 4

Sentinel: Ever vigilant, the Monk now stands guard over one of his companions. If the monk can make a Weapon Focus roll that equals or exceeds the dodge rating +5 of one of his companions, any attacks or abilities that would hit the companion hit the Monk instead. The Monk cannot help his companion if the entire party is struck, but any one target effect is re-directed to the Monk. This power lasts until the end of the battle, or until the monk wishes it to end.
Mana: 20
Shots: 5

Spirit Spear: Monks do not only learn to converse with spirits, for there are some spirits that must be killed. Many spirits are extremely difficult to hurt with physical weapons, and this ability solves that problem. It simply makes all the Monk's attacks do magical damage instead of physical. The damage is non-elemental, and it takes mere moments to prepare the spear. A spear remains imbued for the rest of the combat round, once this power is used.
Mana: 15
Shots: 1

Fall From Grace: This power calls upon the curses of the Ancestors, marking the Monk's foe as unworthy. The monk makes a normal attack, which, if successful, does 50% more damage (rounded up) and carries the Cursestrike ability. Characters afflicted with Curse cannot spend Luck points for any reason, and receive a -3 to all Luck rolls.
Mana: 20
Shots: 4

Martyr's Aid: When struck, the Monk can quickly counterattack, and hit harder, the more grievously she was wounded. Whenever the monk receives damage from a physical attack, she can use this power to immediately make a Weapon Focus roll to strike back. If successful, the monk delivers normal damage, plus 1/2 of the damage she suffered on that particular hit, rounded up. If the roll fails, the attack simply misses. This power has no effect on the Monk's next shot, and combat proceeds normally afterwards.
Mana: 20
Shots: 0

Dragon's Back: The Monk can now summon an incredible jump that is so high he is said to be 'Riding the Dragon's Back'. The Monk vanishes high into the sky, and comes down with a blazing spirit spear to deliver damage to all the enemies in the immediate area. During the first half of this power's Shot cost, the monk is not affected by spells that affect the entire party, both attacks and support/healing magic, nor can he be targeted by Earth magic. The Monk also cannot be physically attacked during this time. When the Monk lands, all nearby enemies take double the Monk's base damage in non-elemental magic damage.
Mana: 30
Shots: 10

Ghost Dance: The Monk calls upon the Ancestor spirits to imbue his spear with deadly underworld energies. The Monk's spear does double its base damage as Darkness Elemental damage, carries the Deathstrike ability.
Mana: 35
Shots: 4

Divine Judgment: The heavens themselves make the Monk their instrument on this world to strike down the unworthy. The Monk's spear does triple its base damage as Holy Elemental damage, and carries the Vit0strike ability.
Mana: 45
Shots: 5

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Misc. Weapons

Segmented Staff

Leverage: Segmented Staves can be used in a locked form, making them a strong weapon that won't break on a strike too powerful... they will just return to their flexible form. Even more important, a Segmented Staff user usualy has plenty of time to set up a powerful blow due to the weapon's long reach. Because of this, Staff Masters can learn to apply increadible damage to their strikes, without worrying about the force damaging the weapon. Once this technique is learned, the Staff Master always gains U1 damage against a foe who does not used Ranged attacks, and who's weapon is smaller than a Polearm. (No-Dachi's count as a polearm, Gunblades do not.) As an active effect, the Staff Master can spend the below Shot and Mana cost to make a strong attack that does U1 damage.
Mana: 5
Shots: 4

Spinning Wall: The Staff Master creates a wall of his staff around him whenever not actively attacking. The consiquence is that its very hard to get an attack in. While weilding a Segmented staff in the flexible form, the Staff Master gains U1 to his Evade, boosting both regular and active dodge.
Mana: -
Shots: -

Mindbreaker: To master the Segmented Staff takes increadible Mental strength, a focus capable of keeping track of all parts of the staff at all times, in the chaos of battle. Those with strong wills know how to break down the wills of others. Mindbreaker is a basic staff attack that reduces the Enemy's Willpower, Intellegence, Perception, or Charisma to 1/2 it's value, rounded down.
Mana: 12
Shots: 4

Madness Dance: Being attacked by a Segmented Staff is a confusing and frustrating experiance. It seems to be everywhere at once, but never where you expect to block it! This technique takes that further, the Staff Mistress can inflict the Confusion and Berserk status on any foe she strikes, assuming she can defeat their resistances and the enemy is not immune. The attack will still do damage, even if the enemy is immune to both status. Madness Dance inflicts U1 damage. If Madness Dance is used against any foe suffering from either Confuse or Berserk, the attack gains an additional U2.
Mana: 15
Shots: 4

Sudden Strike: Segmented Staves can be shot out at a foe at a moment's notice. This allows for easy attacks against a foe large enough that the Staff Master doesn't have to aim as strictly. Against all foes signifigantly larger than the Staff Master (Iron Giant size or larger against a human), the Staff Master always gains an additional U1 to damage. As an active effect, the Staff Master can strike hard and fast against any foe, including large ones. The shot and mana cost listed are for making an attack that does U1 damage, under this technique.
Mana: 15
Shots: 3

Weaponbreaker: Segmented Staves can catch weapons or even larger physical attacks with ease, if one knows the proper techniques. Even if an attack gets through, the Staff Master will have mitigated much of the damage. The Staff Master actively dodges, and adds his Weapon Focus AV to the dodge rating, after bonuses like Spinning Wall are considered. If the attack somehow beats this amazing dodge rating, the Staff Master still adds his Weapon Focus AV + his Strength as Armor, again, only for the one attack. Weaponbreaker is a reactive technique.
Mana: 15
Shots: 1

Extended Strike: This is a two part technique. For the first part, the Staff Mistress makes a powerful strike, extending the staff magicaly beyond its normal length. This attack is Ranged, and inflicts U3 Damage. Immediately after this attack (On the Next Shot), the Staff Mistress withdraws her staff and spins it at the same time, lashing up to 5 foes in the battle area with a U1 attack. The Staff Mistress may choose to forgo the second attack, the mana and shot costs listed are first for the double attack, and second for just the first extended strike.
Mana: 20 / 10
Shots: 5 / 4

Windwall: Like the Wind, the Staff Master's weapon is everywhere and nowhere. It is foolish to strike a Staff Master at this level of ability, for he has permenently gained the Counter ability, and all his counters using this technique gain U1. Counters granted through other sources are not upgraded, except via the Leverage and Sudden Strike techniques, assuming the proper conditions are met.
Mana: -
Shots: -

Barbs of Chi: The Staff Master covers his staff with terrible rolling barbs of his own Chi. This two-strike attack delivers massive damage on the first blow, wrapping terribly around the limb or body of the enemy. The second attack is worse, as the barbs have sunk in and the Staff Master rips his weapon away! The first attack does U4 damage, the second does U4 again, Crushing.
Mana: 40
Shots: 4

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Sniper Weapons

Revolvers

Precision Reload: This tech is a foundational one for revolver Snipers. Unlike pistol and rifle snipers, who must stack magazines and clips with generic ammo, revolver Snipers have access to their chamber any time they want to press a slide and snap their wrist to the side. This abiilty allows the Sniper to stack his chamber any way he likes, putting up to 6 different ammo types into the chamber with no extra shot cost on the reload. This also means that with an auto-loader for a revolver that has all the same ammo in it, the Sniper can reload the larger weapon at -1 shot cost. Like the bonus from Gunslinger's Grace, this is cumulative with Haste and can reduce the reload cost below 1.
Finally, revolver experts train long hours to memorize the contents of their chambers and easily access any round they want. As a 0 shot action, the Sniper with this technique can switch the next bullet to any of the 6 in his chamber, in order to move between different ammo types with ease. Once learned, the Precision Reload technique stays with the Sniper forever.
Mana: -
Shots: 0 or Special

Ammo Expert: With all the emphasis on selecting and using special ammunition, revolver specialists learn more about their ammunition than most Snipers. Especially considering how precisely machined ammunition must be for use in a revolver. This obsession with ammunition carries over into some unique benefits for them. For one thing, revolver specialists get 50% more ammunition out of any refining process, be it GF based, machine, or other. This extends even to Pulse Ammunition. Further, AP and HP rounds add +15 to the base damage for revolver specialists instead of their usual +10. Finally, the careful building of ammunition allows for less damage to the gun with volatile ammunition types. A revolver specialist with this technique may treat his Revolver as if it was one level higher than actual when using Pulse and Explosive ammunition.
Mana: -
Shots: -

Cool Hands: There's little point, in Irvine's mind, to using as distinctive a weapon as a revolver if you're not going to look great while doing it. At this level of skill, the revolver specialist can do any sort of slight of hand trick with a revolver, especially if it's a signature weapon. This includes everything from quick draws, to spins, to special holstering moves, to reloading with one hand. That last ability allows for the active portion of this technique.
A Cool Handed revolver specialist can fire off a shot with his other hand while reloading. During any reloading action that requires at least 1 shot, the specialist can fire off a quick shot that has no effect on his active shot. This shot is modified by any junction and ammo elements and effects, and any other Gun or Revolver techniques. If this tech is used during a reload that would normally be 0 shots, the reload instead becomes a 1 shot action. The mana cost listed is for firing during a reload, no mana is necessary when performing tricks.
Mana: 5
Shots: Special

Rebound Shot: Do you think I really missed? Do you? Punk? Beware of a highly trained sniper who 'misses' you. Revolver specialists with this technique can make the shot rebound and return to the target from an unexpected angle, an attack that is almost impossible to dodge. Rebound shot ignores active dodges, and all bonuses to the Dodge rating like Fox's Retreat, Shield Specialization, etc. Only the target's un-augmented dodge rating is considered. This attack is also Piercing. Rebound shots might seem hard to set up, but revolver specialists are trained to snap them off without much thought, the sheer unexpected nature of the rebound will prevent the enemy from getting out of the way.
Mana: 15
Shots: 3

Throat Shot: If you've never been shot in the throat, the official Sniper Training Manual suggests that you avoid the experience. It also suggests you introduce your foes to the same. A large caliber bullet such as revolvers often fire is perfect for hitting the enemy in the throat (or other vulnerable area for weird monsters without throats). For 15 shots, the enemy so struck is 'Dazed', a special status effect that subtracts the Sniper's Revolver Weapon Focus AV from the victim's Sorcery AV for the duration. This can drive the Sorcery AV of the victim negative, if the Sniper outclasses his foe enough. In such a case, the enemy had better hope for some really positive rolls or just stop casting, as all rolls that end with a negative result are critical failures, even for un-contested spells like heals.
The Dazed effect can be healed by Elixers, the Treatment ability, and special Sorceress powers. Esuna, Remedy, and other lower-level status cures are not effective against it. Throat Shot can be combined with any Gun Technique for added damage along with the mage-killing status.
Throat shot inflicts U2 damage on hit.
Mana: 10
Shots: 4

Dual Shot: Two for the price of one. The revolver specialist fires from two guns at once, doing damage with both. Only one attack roll is made, but two separate instances of damage are applied against the target, and the target gets its Spirit or Toughness against both. All Gun Techniques can be applied to Dual Shot, and the Dual Shot itself does U1 damage from the sheer brutality of the double attack.
Mana: 10
Shots: 4

High Noon: The revolver specialist squares off against an enemy, and prepares to take them down. For as long as the sniper attacks no other target, he may perform whatever non-attack actions are necessary without losing the bonus from High Noon. For the duration of his 'vendetta', the Sniper gains U2 damage on all attacks against the chosen enemy. This bonus increases to U4 if no other comrades have attacked the enemy since the Sniper's last active shot. Further, he gains U1 to Dodge and MEv against his foe. The listed shot cost for High Noon is for calling the enemy out. From there the bonus persists until the Sniper turns his attention to another foe.
Mana: 15
Shots: 2

Nerd Rage: Snipers had to learn a little SOMETHING from the Gearheads of Trabia. Of course, they have to make fun of it too. This technique involves charging a bullet with a spell on the fly, and shooting the target with it. Any magical ammo can be used to power this, but regular rounds will not do. Also, the ammo can be of nearly any element, but not in opposition to the spell being cast. If the ammunition matches the element of the spell being cast, the spell gains an additional U1. The sniper adds his Gun Base Damage to his Vis, and uses the result as the base for the Spell's Upgrades. This naturally results in a very powerful spell, but the mana cost is slightly horrendous. Still, revolver specialists use this technique as proof that they are the 'brainy' Snipers.
In addition to the mana cost of Nerd Rage, the mana cost of the spell being cast must be paid.
Mana: 25
Shots: 5

Perfect Shot: As a total departure from the complexity of Nerd Rage, Perfect Shot returns revolver specialists to their roots, just in time to reach the peak of their craft. Perfect shots are not fancy, they are not flashy. They look just the same as every other regular shot a Sniper fires.
The target will notice a huge difference.
Perfect shot deals U3 damage, and is compatable with all special modifiers granted by Gun Techniques. It is also Crushing.
Mana: 5
Shots: 4

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