Quickdraw fanatic Didn't expect a gun to your head, now did ya

2
You possess ace sharpshooting abilities.
Used by Jason Kyle, Created by August.
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Jason has learned to be very quick with his fingers when drawing his weapon, especially since he has a very bad temper to those who disrespect him as a result.


You gain the following benefits as long as engaged in combat with firearms.

+2 dice to all firearms rolls.

Possession of this Power grants the following Trauma at all times: Vengeful An insult to or an attack on your person simply cannot be tolerated. (Each time someone wrongs you or disrespects you in a major way, you must succeed a Self-Control roll to resist taking revenge.).

You also gain the following effects:

  • Bullet Parry: You may use a Reaction to Defend against any Melee, thrown, or projectile Attack in range of your Attacks.
  • Point Control: Called Shots that you attempt only require a Contested Outcome of 2 for small targets and 4 for tiny targets.
  • Quick Fingers: Drawing your weapon is a Free Action as long as it is on your person. You may reload or swap ammo as a Free Action.


Revision purchased with:
Revision purchased with:
Gift from dying in Mushroom Hunt spent on revising power: Thanatophobia    (since refunded)

Community Firearm Mastery Gifts

Down and down the performers go, into the depths of hell where the act is staged. What will become of the narrative, he wonders.

Will it fall apart? Will it reach fulfillment? Will he even be able to see its conclusion?

He wonders, and wonders, and wonders.

...

No time to think further. The elevator doors open.

It's time to start the play.

You gain the following benefits as long as engaged in combat with firearms.

+2 dice to all firearms rolls.

You also gain the following effects:

  • Curve the Bullet: You suffer no penalties for attacking targets behind cover.

Vita has never seen her Gifts as magic—they’re relationships. Contracts, favors, whispers traded in dark corners and glowing meadows. This Gift is the result of deeper synchronicity with her bonded creatures: her aim guided by predatory instinct, her reflexes enhanced by something barely contained in her skin. Whether it’s Bapha nudging her shot with unseen force, or a fae wolf’s voice growling “duck” just in time, she’s a vessel for more than human talent now.

Where bullets fail others, hers adapt. Her firearms don’t just shoot—they hunt.

You gain the following benefits as long as engaged in combat with firearms.

+2 dice to all firearms rolls.

You also gain the following effects:

  • Bullet Parry: You may use a Reaction to Defend against any Melee, thrown, or projectile Attack in range of your Attacks.

You gain the following benefits as long as engaged in combat with firearms.

+2 dice to all firearms rolls.

Possession of this Power grants the following Battle Scar: missing fingers and lost hand.

You also gain the following effects:

  • Bullet Parry: You may use a Reaction to Defend against any Melee, thrown, or projectile Attack in range of your Attacks.
  • Finesse: When Attacking a single being, you may limit the Severity of any Injury you inflict or determine a maximum Wound Level, including Incapacitated. You may also choose to make this Injury properly or improperly stabilized, or to keep it unstabilized.
  • Quick Fingers: Drawing your weapon is a Free Action as long as it is on your person. You may reload or swap ammo as a Free Action.

You gain the following benefits as long as engaged in combat with Rifles.

+2 dice to all Rifles rolls.

You also gain the following effects:

  • Point Control: Called Shots that you attempt only require a Contested Outcome of 2 for small targets and 4 for tiny targets.
  • Finesse: You may limit the Severity of any Injury you inflict or determine a maximum Wound Level to inflict on the target, including Incapacitated. You may also choose to make this Injury properly or improperly stabilized, or to keep it unstabilized.

  • Reminder: Bonus Damage stacks with Weapon Damage, but does not stack with any other Bonus Damage. Instead, the highest Bonus Damage is used.

Cowboy Guns: revolvers (ex. Colt Army/Walker, etc.), rifles (ex. Winchester, etc.), shotguns. Typically guns made before the 19th century and therefore no semi-automatics, etc. This does not include sniper rifles which while made before the 19th century, didn't gain popularity until after the 19th century during WW1. So no, sniper rifles are not a cowboy gun.

You gain the following benefits as long as engaged in combat with cowboy guns.

+2 dice to all cowboy guns rolls.

You also gain the following effects:

  • Bullet Parry: You may use a Reaction to Defend against any Melee, thrown, or projectile Attack in range of your Attacks.
  • Finesse: You may limit the Severity of any Injury you inflict or determine a maximum Wound Level to inflict on the target, including Incapacitated. You may also choose to make this Injury properly or improperly stabilized, or to keep it unstabilized.

Stock Firearm Mastery Gifts

This Artifact can be used as a rifle. It is roughly the same size as a rifle but can be collapsed into a metallic disk and concealed. Collapsing or expanding it costs a Quick Action.

Attack by rolling Dexterity + Firearms, Difficulty 6. Successful attacks deal Contested Outcome +5 Weapon Damage.

You also gain the following effects:

  • Silencer: The report of any shots you fire may be made silent at will.

  • If there is not enough free space to expand the object, it cannot be expanded. You cannot expand this Object as an attack.
  • Reminder: additional Weapon Damage granted by this Effect does not stack with any other bonus to Weapon Damage. Instead the largest bonus is used.
  • Rifles are +1 Difficulty to use in melee range. Sniper Rifles are +3 Difficulty to use without a tripod or in melee range. Setting up a tripod takes an Action.

You gain the following benefits as long as engaged in combat with firearms made in your home country.

+2 dice to all firearms made in your home country rolls.

You also gain the following effects:

  • Point Control: Called Shots that you attempt only require a Contested Outcome of 2 for small targets and 4 for tiny targets.
  • Quick Fingers: Drawing your weapon is a Free Action as long as it is on your person. You may reload or swap ammo as a Free Action.