Viewing Effect - Firearm Mastery
Learn legendary gun tricks

Create a Firearm Mastery Power


This Power grants access to an array of effects relating to the usage of standard firearms. It can also be used with the Unique Weapon Drawback to acquire a new gun. In that case, the base stats for that firearm should be based off of an existing mundane firearm, and it should not behave much differently.

This power is not obviously supernatural.


As a general rule, no bonuses stack. For example, if you have armor penetration from your firearms master and your enchanted bullets, only the larger bonus applies. The same goes for dice bonuses and difficulty modifiers.


Passive, always in effect. Attacks with firearms will do [[additional-damage]] more damage. The target's Armor is [[armor-effectiveness]].


Only Cowards Run (Attacking foes that are fleeing counts as a point blank attack)

Curve the Bullet (You suffer no penalties for attacking targets behind cover.)

Silencer (Shots you fire can be made silent at will.)

Hit Girl (Reloading is a Free Action.)

Swift Shooter (You may move your full Dash distance and make an attack without a dice penalty.)

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)

Dual Wielding (You may wield a two-handed gun in one hand and receive no penalties when using a gun in your off-hand.)

I Shoot with my Mind (You may Exert your Mind to fire a shot completely blind without penalty.)

Fastest Gun In The West (Any time you engage in a Clash with your firearm, the opponent's Outcome is zero. Defending against your firearms is +2 Difficulty.)

DNA Safety (Any firearm affected by this Effect that you own can only be fired by your hand.)
You "own" a firearm if you have possessed it for a single month.

Keyhole (Any bullet that kills your target tumbles through their body and may strike a target in a 90 degree angle behind them. Any damage beyond that needed for the kill is applied to the secondary target.)
Excess keyhole damage does not reapply the weapon's damage bonus and is affected by Armor as normal. The secondary target may React to the tumbled bullet if they have a Gift which lets them do so.

Bullet Parry (You may React to and Defend against firearms and other projectiles.)
This is a standard Defending Reaction.

Silent Killer (If your shot would kill or incapacitate your target, they make no sound, even incidentally, for the next Round.)

Double Tap (If you are wielding two guns, your attack's Weapon Damage is equal to the sum of your two guns' Weapon Damage. If you split your Outcome to attack two targets, any target you successfully hit takes the full Weapon Damage and full Bonus Damage.)


Conditional (This Effect is only available when a certain condition is met. This condition must be severe enough that this Gift is unusable the majority of the time.)
The condition must be significant. Subject to GM approval.
Specialist (These benefits only apply to a certain specific class of weaponry.)
Examples: automatic rifles, six-shooters, knives, batons, Russian manufactured weapons, etc
Unique Weapon (This Power takes the form of a specific, unique weapon, which can be borrowed, lost, or stolen.)
This Drawback either applies to an existing weapon or can be used to create an entirely new weapon. If a new weapon is created, its base stats are equal to a similar, mundane weapon.
Maddening (Possession of this Gift causes a Trauma that cannot be cured by any means. The chosen Trauma must be particularly dangerous and/or restrictive.)
Buying off this Drawback cures the Trauma. The Trauma should require a Self-Control roll to avoid serious issues and loss of Character control. For example, "you must roll Self-Control to surface from any body of water," or "you must roll Self-Control to avoid jumping into fire when you see it," or "you cannot trust your life to someone else without rolling Self-Control." etc.
Monstrous (Possessing this Power causes a mutation that elicits a strong, negative social response from the average person in your setting. The mutation is visible even if you are wearing long sleeves, pants, and shoes. Maximum one per Contractor.)
This mutation is ALWAYS present, even when the Gift is not being used, and ALWAYS extreme and difficult to conceal. This mutation may complicate social situations at the GMs discretion. Maximum of one Gift with the Monstrous Drawback per Contractor.

Parameter - Armor Effectiveness

Default Level: 0

Seasoned Threshold: 2

Veteran Threshold: 3

  1. Fully Effective
  2. Reduced to 1/2, rounded up
  3. Reduced to 1/4, rounded up
  4. Completely ignored

Parameter - Additional Damage

Default Level: 0

Seasoned Threshold: 3

Veteran Threshold: 5

  1. +0
  2. +1
  3. +2
  4. +3
  5. +4
  6. +5
  7. +6

Example Powers

The Soldier has spent a healthy ten thousand hours training with the weapons of their military. They are deadly when wielding any firearm made in their home country. Drawing their standard issue at the start of a confrontation is pure reflex, and they may plan their shots to deal collateral damage to those behind their target.

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.

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