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extensions:capabilities:abilities:range [2026/05/08 15:25] – ↷ Links adapted because of a move operation jobextensions:capabilities:abilities:range [2026/10/04 20:21] (current) – job
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-====== Range (Method, Scale) ====== +====== Range ======
-<WRAP center round alert 100%> +
-Work in progress... Page incomplete. +
-</WRAP>+
  
-__**Attribute:**__ AGI or FIT +__**Attribute:**__ Varies by Method Tag (STR, AGI, or FIT) 
-__**Prerequisite:**__ [[..:range|Range Extension]], Combo //Effect// Ability + Combo //Target// Ability+__**Prerequisite:**__ [[..:..:campaign:distance|Distance Extension]], [[extensions:capabilities:abilities:start#combo_abilities|Effect Combo Ability]] + [[extensions:capabilities:abilities:start#combo_abilities|Target Combo Ability]]
 __**Description:**__ the Actor has the ability to cause an Effect on a Target from a distance.  __**Description:**__ the Actor has the ability to cause an Effect on a Target from a distance. 
-__**Game Mechanic:**__ The Range Ability has a //Band// Property in addition to a //Method// tag, that is written in the Abilities section of an Actor's Stat Block like Range (Melee, Personal)-2. The number following the dash indicates the Effective Range Band of the weapon, as well as how many Build Points were spent on this Ability. Each purchase of Range costs 1 BP and raises the weapon's effective range ceiling by one Band on the [[extensions:conflicts:range|Range Conflicts Extension]] Scale. The weapon Actor's AGI Attribute determines effective range within the purchased Band — AGI 1–3 reaches the lower third, 4–6 the middle third, 7–9 the upper third, and 10 the ceiling. Weapons suffer a -1 Bid penalty per Band below or above their optimum Band. Bands above Personal-4 require an appropriate Method tag prerequisite.+__**Game Mechanic:**__ The Range Ability has a //Method// tag that shows how the attack achieves range, like thrown, shoot, etc. This tag is followed by a //Scale// tag from the [[..:..:campaign:distance|Distance Extension]], like Short, Medium, Long. Finally, there is a dash and a number written after the Method and Scale tags which is the [[..:..:campaign:distance#range_increments|Range Increment]], and the maximum effective range of the weapon. The Range Increment also equals how many Build Points were spent on this Ability.  These are all written in the Abilities section of an Actor's Stat Block like **Range (Thrown, Short)-2**. Each purchase of Range costs 1 BP and raises the weapon's effective range  by one Increment.
  
 +Weapons with the Melee Range Method suffer a -1 [[core:conflicts:start|Stakes]] Bid penalty per Band below their Range Increment.  Weapons of all other Range Methods receive +1 Bid bonus for each Range Increment a target is closer than its Range Increment.   If an opponent is in an entirely different Distance Scale lower than the weapon is designed for, just keep adding Bid bonus points, starting with the Range Increment closest to that of the Weapon.  For example, if someone wielding a //Pistol (shoot, medium)-1// (40m range) tries to fire at someone at Short-0 (1m away), they receive a +6x Stakes Bid bonus for being 6 Range Increments closer (see [[..:..:campaign:distance#range_increments|Range Increments]])
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 +<WRAP center round info 100%>
 **__Range Methods:__** **__Range Methods:__**
 Methods define //how// the weapon achieves range and sets what //Attribute// must be bid by the Actor using it. Methods define //how// the weapon achieves range and sets what //Attribute// must be bid by the Actor using it.
-  * **Melee**--Actors may bid any Body Attribute (STR, AGI, or FIT) when making a melee attack.  For example, a Longsword may be designed to Slash(FIT), but can also be used to Pierce(AGI), or Crush(STR). See [[core:conflicts:actions#attack_actions|Attack Actions]] and [[..:..:things:weapons|Weapons Extension]]. +  * **Melee**--Actors may bid any Body Attribute (STR, AGI, or FIT) when making a melee attack.  For example, a Longsword may be designed to Slash(FIT), but can also be used to Pierce(AGI), or Crush(STR). See [[core:conflicts:actions#attack_actions|Attack Actions]] and [[..:..:things:weapons|Weapons Extension]]. A Melee weapon may only target an opponent who is equal to or less than it's Range Increment away. So a //Longsword (melee, adjacent)-2// may only target someone at Adjacent-2 distance, and Melee weapons suffer a -1 Bid penalty per Increment below their Increment. Reusing our //Longsword (melee, adjacent)-2// example, if used against a dagger wielder who has advanced to Range Increment 0, the Longsword wielder subtracts 2 from their Bid when attacking.    
-  * **Thrown**-- Actors using thrown weapons always bid FIT. +  * **Thrown**-- Actors using thrown weapons always bid FIT. Thrown weapons receive a Bid bonus attacking opponents who are closer than their Range Increment.  
-  * **Projectile**--Actors using projectile weapons always bid AGI.+  * **Shoot**--Actors using projectile weapons always bid AGI.  Shooting weapons receive a Bid bonus for opponents who are closer than their Range Increment. 
 +</WRAP> 
  
-**__Scale:__** +__**Build Points:**__ 1 per Scale beyond Adjacent and 1 per Range Increment 
-  * **Melee**-- Range Bands 0-4 (0 - 2m apart) +__**Tag:**__ Method Combo. 
-  * **Personal**-- Range Bands 5-8 (2.5 - 100m apart) +__**[[..:..:campaign:time|Time]] [Extension]:**__ N/A
-  * **Vehicle**--+
  
-__**[[..:..:capabilities:damage-type|Damage Type]] [Extension]:**__ Hacking, Crushing, Impaling, etc. 
-__**[[..:..:campaign:time|Time]] [Extension]:**__ Seconds 
  
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 == Links to this page: == == Links to this page: ==
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