Viewing Effect - Firearms
Learn some gun tricks or get a fancy new firearm

Create a Firearms 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]].


Quick Draw (Drawing your weapon is a free action as long as it is on your person.)

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

Silent Killer (If your shot kills a target, they are unable to cry out as they die, and their body hits the ground silently.)

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

Swift Shooter (You may move your full sprint distance and attack with a firearm without a dice penalty.)

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

Hit Girl (Reloading is a Free Action.)

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

Too Quick (Your shots cannot be reacted to, even by those with Powers that would normally allow them to do so.)

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

Double Tap (If you are wielding two guns, you may make an Attack with each gun on two separate targets. Each attack uses your full dice pool, -2 dice.)

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 Power that lets them do so.

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

Bullet Parry (You may parry enemy bullets out of the air as you would any other attack.)
This is a standard Perry Reaction.


Conditional (Only usable when a certain condition is met. This condition must be severe enough that the Power is unusable the majority of the time.)
Condition must be significant. Subject to GM approval.
Specialist (This Power only affects a certain class of weaponry)
Examples: rifles, pistols, revolvers, shotguns
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.
Monstrous (This Power causes a mutation that elicits a strong, negative social response from the average person in your Cell's setting. The mutation is ALWAYS present and visible even if you are wearing long sleeves, pants, and shoes. Maximum one per Contractor)
This mutation is ALWAYS present, even when the Power is not being used, and ALWAYS extreme and difficult to conceal. This mutation may complicate social situations at the GMs discretion. Maximum of one Power 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