Take a look at this thing, now. All you've got to do is point the O-shaped bit away from you and squeeze its little chin, and you get to see a murder. What will they think of next?
Possible Keystones | 1. Fine holster. 2. Powder horn. 3. Firearm enthusiast's society membership card. 4. Noise-canceling earplugs. 5. Locket containing single bullet. 6. Holy text with ragged hole through half. |
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This is a weapon and subject to universal weapon rules.
Gunslinger | Wield firearms. | |
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caret-right | Engineered | Remove annoyances. |
caret-right | Headshot | Empowered critical hits. |
caret-right | Hipfire | Free attacks. |
caret-right | Piercing | Shoot through targets. |
caret-right | Rifling | Greatly increase range. |
Offense | plus-circleRooty Tooty Point n' Shooty: As an action, you may make a Remote attack against any target within 50 meters (51-100 meters with a failure chance of 3, 101-200 meters with a failure chance of 6, 201-500 meters with a failure chance of 9). plus-circleDamage Bonus: This weapon is exceptionally powerful, dealing +2 bonus damage on every attack. plus-circleConditions: When the trigger die is 10+, this weapon inflicts its wielder's choice of the Bleeding, Cracked, or Sore conditions to its target. plus-circleBackstab: If you attack a target that cannot see you, you deal +2 damage. minus-circleLoud: Attacking with this weapon creates a loud noise that gets the attention of everything in the general area, especially when used multiple times in succession. The consequences of this will vary depending on the circumstances, but in any case makes this weapon an exceptionally poor choice for stealth. minus-circleSlow Reload: In order to use this weapon, you need to reload it first. Reloading happens automatically when you take a movement action, or costs an action by itself if you don't want to move. Once reloaded, the weapon can be used to attack with another action as normal, but will then need to be reloaded once again. Double-attacking with this weapon is impossible. minus-circleAmmunition: When the trigger die rolled with the attack is 1-3, mark off 1 Supplies. This weapon cannot be used if you have no Supplies remaining. |
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Condition | Explanation | |
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cut-palm | Bleeding | minus-circle When rolling to remove condition at the end of the round, lose 1 Flesh if result is 1-4 and lose nothing if result is 5-8. Rolling to remove as an action during the round does not cause damage regardless of trigger die result. |
cracked-helm | Cracked | minus-circle Incoming attacks critically hit on a trigger die result of 10+. |
player-pain | Sore | minus-circle Do not automatically regain lost Attention at the beginning of each round. |
Offense | plus-circleMagazined: Advanced construction means you no longer need to reload between shots and can double-attack normally. plus-circleSilencer: Your attacks with this weapon no longer create especially loud noises (unless you want them to). |
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Offense | plus-circleDevastating Critical: Critical hits with this weapon deal +10 damage instead of the normal +5. | |
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Offense | plus-circleFastest Gun: You can choose to attack with this weapon as a free action. minus-circleLimitations: You can only use Hipfire to gain a free attack a maximum of once per round, and only during your regular turn. Hipfire attacks cost 1 Energy to perform and have a special failure chance of 3. |
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Enhancement | plus-circleShot Through: Your weapon can pass through your target's space and also damage another target standing behind them, applying your attack to both targets. When the trigger die is 7+, you can shoot through up to three targets with a single attack instead of only two. minus-circleStraight Line: In order to shoot through multiple targets with this ability, you must be able to draw a straight line from your own position that (at least partially) passes through the spaces occupied by all of your targets. If a creature doesn't pass the straight line test, then you can't hit them as part of a piercing attack. |
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Offense | plus-circleLong Distance and Scoped: Your base effective range increases to 500 meters instead of 50 (501-1000 meters with a failure chance of 3, 1001-2000 meters with a failure chance of 6, 2001-5000 meters with a failure chance of 9). | |
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