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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 | Piercing | Shoot through barriers. |
caret-right | Rifling | Greatly increase range. |
caret-right | Silenced | Kill quietly. |
hipfire: attack as a free action 1/round, costs 1 energy, special failure chance 3?
Offense | plus-circleAttack: 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 Maximum Flesh is reduced to 4. Lose any excess Flesh when gaining the condition. Regain any Flesh lost to the condition when it is removed. When inflicted by a weapon attack, Cracked is applied to the subject immediately after damage is dealt. |
player-pain | Sore | minus-circle Do not automatically regain lost Attention at the beginning of each round. |
Offense | plus-circleDevastating Critical: Critical hits with this weapon deal +10 damage instead of the normal +5. | |
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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-circleCover Breaking: Attacks ignore partial cover, and treat total cover as total concealment instead (failure chance 6). plus-circleShield Denial: Attacks ignore the protection afforded by shields from the Shieldbearer archetype. plus-circleLineshot: When the trigger die is 7+, your shots pass through your primary target and hit another target of your choice behind them. The same trigger die result is used for the effect of your shot on both targets. You must be able to draw a straight line through any part of your space and both your targets' spaces in order to use Lineshot on them. minus-circleLet's Not Get Crazy: While your shots have amazing piercing power, they're not unlimited. You can shoot through a normal wall to hit a target hiding behind it without any trouble, but probably not two walls or a wall that's made of brick. You definitely can't shoot through a reinforced vault door or a meter of concrete. The referee gets veto power for what can and can't be shot through. |
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Offense | plus-circleLong Distance: Your base range increases to 200 meters instead of 50. | |
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caret-right | Alternative | plus-circleRemote Strike: You can choose to increase your base range up to 1000 meters instead of 200. minus-circleSlow Shot: Increasing base range in this way requires you to spend an action aiming, then another action to shoot. minus-circleSpecial Ammo: Bullets capable of accuracy at such long range don't come cheap. Every shot fired in this way cost 1 Supplies regardless of the trigger die result. |
caret-right | Alternative | plus-circleLonger Range: You can fire at subjects further away than 200 meters, up to a maximum of 2000 meters (or if you're also using the Remote Strike alternative application detailed above further away than 1000 meters, up to a maximum of 10 km). minus-circleAccuracy Drop: Shooting at very distant targets carries a failure chance. Failure chance is 3 for targets within 201-500 meters (1001-2000 meters for Remote Strike), 6 for targets within 501-1000 meters (2001-5000 meters for Remote Strike), and 9 for targets within 1001-2000 meters (5001-10000 meters for Remote Strike). |
Offense | plus-circleSsh!: Using the weapon does not create any noise (at least, not any louder than any other weapon). | |
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Offense | plus-circleAssassinate: If you attack a creature of your own level or lower that wasn't expecting to be attacked, it instantly dies. Creatures that are higher-level than you are immune to assassination and your attack is resolved normally against them. Assassination strikes can fail just like normal strikes (due to concealment, size differences, etc). | |