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gunslinger

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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.

This is a weapon and subject to universal weapon rules.

Gunslinger Wield firearms.
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?

Gunslinger

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.
Condition Explanation
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.

Engineered

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).

Headshot

Offense plus-circleDevastating Critical: Critical hits with this weapon deal +10 damage instead of the normal +5.

Hipfire

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.

Piercing

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.

Rifling

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).
gunslinger.1614632799.txt.gz · Last modified: 2021/03/01 14:06 by kyle