Fri Jan 01, 2021 7:20 pm by Felicity
Rules
There are two sets of targets. One for pistol shooting and one for rifle shooting. Everyone can participate in either or both. Please use the appropriate small arms skill for each.
Everyone who participates must make five shots. The difficulty of the target determines the score from a successful shot, with further targets being worth more. Additionally, raises earn points as you show off. Finally, it's possible to impress everyone with certain harder feats, such as by landing multiple shots in quick succession or really showing off.
Before making the five rolls for a target you must also pass one of the following rolls. Pick one.
1. Protocol/willpower TN15. You politely ignore her!
2. Communication/awareness TN20 with a +1k1 bonus to your roll. You distract the distraction!
3. Investigation/perception TN20. You pick an optimal point in time where distractions are few.
Penalty: A failure means you are distracted by what is happening around you, which is probably Felicity's fault. This imposes a -1k0 penalty to all five shots.
Success: You can continue as normal.
There are four ranges of targets:
Easy - TN 10 - Score: 1 point per success. 1 per raise.
These bottles are only fifteen feet away. Great for showing off however!
Normal - TN15 - Score: 2 points per success. 2 per raise.
These bottles are thirty feet away. This area has the most targets.
Hard - TN 20 - Score: 5 points per success. 2 per raise.
These bottles are fifty feet away. They're at the edge of pistol range, but still a comfortable shot for a rifle.
Long shot - TN30 - Score: 10 points per success. 3 per raise.
These bottles are one hundred feet away. Pistols firing at these targets get an additional -1k0 to hit due to the range.
You can pick the range for each shot and call raises as you like, up to your normally allowed number of raises. These are all a small arms/dexterity skill roll with the appropriate weapon skill (pistol/IDW).
Bonuses:
You can try to do a few things to make your shooting more impressive. These give bonuses.
Accuracy: If you hit all 5 shots you double their base score. This does not double the awards for raises.
E.g. 5x Normal would be 5x TN15. If you did this 3 times and 2 times with a raise, passing all 5 rolls, your score would be: 2 x 5 doubled, plus 2 times 2 for the raises -> 2x (2 x 5) + 2x (2) = 24 instead of 14.
Speed shooting: If you take all five shots at the same TN with a +3 modifier, raises are worth twice as many points. This applies to all successful rolls, even if you miss a shot.
E.g. 5x Normal would be 5x TN18, with raises being TN23, 28, etc. A success earns double the listed points for a raise, in this case 2 points per raise instead of 1. If you did this 5 times at TN 15 with a raise each (TN23 rolls) and were successful with four shots your score would be: 2 x 4 base, plus 2 times 4 doubled -> (8) + 2x (2 x 4) = 24 instead of 16. This cannot be combined with Show off.
Blind: You can make a single shot with your eyes closed on a normal, hard or long shot target. This triples the points awarded for this individual shot. However, this also applies a -2k1 penalty to your roll!
A hard shot, TN20, with a single raise would therefore be worth 21 points instead of 7!
Show off: You can do this once. You ask someone to throw a bottle up in the air and you'll shoot it and a long shot bottle with maximum flair. This is an incredibly hard feat.
This count as a TN40 roll with 2 raises (TN50). It is worth 25 points! It cannot be combined with Speed Shooting.
Rewards:
Felicity is offering her own money as a prize. There are two categories. One for pistol shooting and one for rifle shooting.
1st place: Bragging rights, 50 C-Bills and a kiss
2nd place: 25 C-Bills and a hug
3rd place: 10 C-Bills
Last place: Clean-up duty
Fortunate Ones * Mechwarrior * Sneaky * Hidey * Lucky * Gullible * Prosthesis * Owes Nora a big favor * FWL * Canopus Promoter
Rank: 1.2 | Fame: 2.0
Languages: English & Spanish
Carries: Armor padded jacket, loose hoodie or sweater over a tank top, cap, airy skirts and steel capped boots. Video imager. SMG or AR when expecting combat
In mech: Cooling vest, rations, guns, ammo, plastiflesh and a Comm Kit in a backpack