Mystic Gunslinger Skills

 
Inherent Skills:
Dependent Range Inherent Passive
The range values on all of the Mystic Gunslinger’s Active - Offensive skills are determined by their caster revolver’s range values.

Recoil Inherent Passive
Firing the same revolver multiple times quickly produces recoil. Every shot taken after the first within the same turn with the same revolver suffers a cumulative -1 penalty to Accuracy. You suffer no Accuracy penalty if your target is within 5’.

Reload Inherent Passive
The revolver can hold up to 6 shells at a time. Each shell holds a skill. You must choose which skills are in your 6 shells beforehand. When your revolver runs out of shells, you must Reload your revolver in order to use more skills. While Reloading, you skip your Action Phase on your turn, but you may still move your full Movement Speed during your Move Phase. You cannot Reload on the same turn you had your Action Phase. Instead of Cool Downs, the Mystic Gunslinger has Reload Times. The skill with the longest Reload Time determines how many turns you must spend Reloading. You must pay the FP Cost for each skill at once while Reloading. You may have multiple instances of the same skill loaded in your revolver. Empty caster shells can be bought at any magic shop at the cost of 5 lupa per 6 shells. You do not require shells to perform a Normal Attack. You cannot perform a Normal Attack if your revolver has a full cylinder of 6 shells.

Stored Shell Inherent Passive
You may store a skill into a shell for later use. To do this, you must pay its FP cost and spend an amount of time specified next to the skill’s Reload Time storing the skill. You may store 6 shells at the same time in a cylinder. The skill with the longest store time determines how long it takes you to store all 6 shells. Stored shells can be Quick Loaded into your revolver using a Quick Action. However, you must pay its FP cost once more to activate a stored shell. A full cylinder of 6 stored shells can be Quick Loaded with one Quick Action.

Basic Skills:

Disabler Shell Basic Active - Offensive
Fire a round that temporarily disables your target.
Attack Type: Magical Property: Single Target, Impact Line
FP Cost: 2 FP Range: Weapon Dependent
Reload Time: 1 round / 10 minutes
Combat Effects: Deals 1d6 + MDMG magical damage. Choose Move Phase or Action Phase. Your target cannot use that phase on their next turn. You may not have more than two Disabler Shells loaded into your revolver at once.

Impact Shell Basic Active - Offensive
Fire a round that pushes back the target upon impact.
Attack Type: Physical Property: Single Target, Impact Line
FP Cost: 2 FP Range: Weapon Dependent
Reload Time: 1 round / 10 minutes
Combat Effects: Deals 1d6 + MDMG physical damage. The target is Knocked Back by Spirit Modifier*5’. You may not have more than two Impact Shells loaded into your revolver at once.

Incendiary Shell Basic Active - Offensive
Fire a round that burns the target upon impact.
Attack Type: Magical Property: Single Target, Impact Line
FP Cost: 2 FP Range: Weapon Dependent
Reload Time: 1 round / 10 minutes
Combat Effects: Deals 1d8 + MDMG magical Fire damage. Leaves the target Burning.
Other Effects: This skill is capable of setting combustible objects on fire.

Rapid Fire Basic Active - Buff
Infuse your revolver with flow to fire your shells more quickly.
Attack Type: Magical Property: Target User
FP Cost: 6 FP Range: None
Cool Down Category: A
Effect: You may fire a combination of up to 3 Normal Attacks and/or loaded shells in a single Main Action this turn. You may use this skill a second time in the same turn. If you do, the Cool Down Category is changed to B. If you have Twin Gunner and are Dual Wielding revolvers, you may pay double the FP Cost to affect both revolvers.

Slicer Shell Basic Active - Offensive
Fire a sharp round that leaves the target bleeding.
Attack Type: Physical Property: Single Target, Impact Line
FP Cost: 2 Range: Weapon Dependent
Reload Time: 1 round / 10 minutes
Combat Effects: Deals 1d8 + MDMG physical damage. The target gains 1 stack of Bleeding.

Stunner Shell Basic Active - Offensive
Fire an electrifying round that may leave the target staggered.
Attack Type: Magical Property: Single Target, Impact Line
FP Cost: 2 FP Range: Weapon Dependent
Reload Time: 1 round / 10 minutes
Combat Effects: Deals 1d6 + MDMG magical Lightning damage. Chance to cause Staggered on a 1d6 roll of 3-6. You may not have more than two Stunner Shells loaded into your revolver at once. If another unit is in direct physical contact of the target and the attack hits, then that unit must perform a Vitality check. If they roll a 12 or higher, they pass and only take half damage from the attack. If they fail, they take full damage and have a chance to Stagger.

Advanced Skills:

Explosive Shell Advanced Active - Offensive
Fire a round that explodes on the target upon impact.
Attack Type: Magical Property: Single Target, Impact Line, Splash AoE
FP Cost: 5 FP Range: Weapon Dependent
Reload Time: 2 rounds / 20 minutes
Combat Effects: Deals 2d8 + MDMG magical Fire damage. Also deals damage to all units within 10’ of the target. You may not have more than two Explosive Shells loaded into your revolver at once.
Other Effects: This skill is capable of destroying wooden objects.

Extreme Firepower Advanced Active - Buff
Charge up the shells in your revolver to deal massive damage.
Attack Type: Magical Property: Target User
FP Cost: 10 FP Range: None
Cool Down Category: B
Effect: You become Defenseless for 2 rounds. Beginning on the following turn, all shells currently loaded in your revolver deal double damage. If you have Twin Gunner and are Dual Wielding revolvers, you may pay double the FP Cost to affect both revolvers.

Frostbite Shell Advanced Active - Offensive
Fire a round that quickly freezes the target upon impact.
Attack Type: Magical Property: Single Target, Impact Line
FP Cost: 6 FP Range: Weapon Dependent
Reload Time: 3 rounds / 30 minutes
Combat Effects: Deals 2d8 + MDMG magical Water damage. Leaves the target Defenseless for 1d6 rounds (max. 4) and leaves them encased in ice. Once the target is hit by an attack, they are no longer Defenseless or encased in ice. At the beginning of the unit’s turn, it may perform a Strength check to break out of the ice. On a result of 13 or higher, the target breaks free. You may not have more than one Frostbite Shell loaded into your revolver at once.

Gravitational Shell Advanced Active - Offensive
Fire a round that creates a gravitational pull on the target upon impact.
Attack Type: Magical Property: Single Target, Impact Line, Splash AoE
FP Cost: 5 FP Range: Weapon Dependent
Reload Time: 3 rounds / 30 minutes
Combat Effects: Deals 2d8 + MDMG magical Dark damage. All units within 20’ of the target are pulled as closely to the target as possible. You may not have more than one Gravitational Shell loaded into your revolver at once.

Phantom Barrage Advanced Active - Buff
Use pure flow to fire penetrating shots that are weak, but fire quickly without recoil.
Attack Type: Magical Property: Target User
FP Cost: 6 FP Range: None
Cool Down Category: A
Effect: You may fire up to 6 Normal Attacks in a single Main Action this turn that Ignore Defense without suffering from Recoil. However, each attack rolls to hit at a Disadvantage, and only deals half damage. If you have Twin Gunner and are Dual Wielding revolvers, you may pay double the FP Cost to affect both revolvers.

Slugger Shell Advanced Active - Offensive
Fire a round that slugs the target and deals more damage depending on their size.
Attack Type: Physical Property: Single Target, Impact Line
FP Cost: 5 FP Range: Weapon Dependent
Reload Time: 2 rounds / 20 minutes
Combat Effects: Deals 3d8 + MDMG physical Earth damage. If the target is Large, Giant, or Massive, this skill deals a bonus 1d8 damage. You may not have more than three Slugger Shells loaded into your revolver at once.

Twin Gunner Advanced Passive
While you are Dual Wielding two caster revolvers, your off-hand does not suffer a penalty, and you may reload both revolvers at the same time.

Daily Skills:

Black Rose Daily Active - Buff
Charge up the shells in your revolver to fire multiple times at once.
Attack Type: Magical Property: Target User
FP Cost: None Range: None
Cool Down Category: D
Effect: You become Defenseless for 1 round. Beginning on the following turn, all shells currently loaded in your revolver have a maximum range of 40’, but they become Multi-Target skills which can target all units within range.
Overflow Bonus: 20 HP cost - If you have Twin Gunner and are Dual Wielding revolvers, this skill affects both revolvers.

The Ender Daily Active - Offensive
Fire six shots simultaneously that spiral together to form a beam of insurmountable power.
Attack Type: Magical Property: Single target, Pass-Through Line AoE
FP Cost: None Range: Weapon Dependent
Reload Time: 2 rounds
Cool Down Category: D
Combat Effects: Deals 5d20 + 50 + MDMG magical damage. Also deals damage to all units within 20’ of the target as well. This skill does not suffer from Accuracy degradation over long distances, but the maximum threshold must still Critically Hit. This skill deals half damage to all units in a line with a 5’ width up to the intended target that are not hit by the AoE. Requires 6 shells to use. Cannot be stored in a shell. If you have Twin Gunner and are Dual Wielding revolvers, you may load this skill into both revolvers using 12 shells to fire them simultaneously to deal an extra 50% damage. For the rest of the battle, your revolver(s) gain Overheated - Your loaded shells roll an extra damage die.
Overflow Bonus: 10 HP cost - Damage +1d20 + 20. Ignores Defense.
Other Effects: This skill is capable of destroying stone objects, and turns the affected area at the point of impact into Uneven, Molten terrain.