Ashley feels an intrinsic chemistry with weapons she makes, especially her guns.
You gain the following benefits as long as engaged in combat with guns Ashley personally made.
+2 dice to all guns Ashley personally made rolls.
You also gain the following effects:
Quickdraw holster?
You gain the following benefits as long as engaged in combat with firearms.
+2 dice to all firearms rolls.
You also gain the following effects:
Tom whips out his gun in a blink of an eye, careful now, you just might die.
You gain the following benefits as long as engaged in combat with firearms.
+2 dice to all firearms rolls.
You also gain the following effects:
You quickly and easily deduce the usage of tools in your possession.
This gift is situational, and is only firearms mastery because he possess (HARMONY) as one of his main weapons, this gift may change.
You gain the following benefits as long as Harmony is the only weapon used so far, this effect turns off when any other weapon is used. and engaged in combat with HARMONY.
+2 dice to all HARMONY rolls.
You also gain the following effects:
This dead cop is one hell of a shot with his small hand cannons. His rot has reached his shoulders
You gain the following benefits as long as engaged in combat with Sub machine guns.
+2 dice to all Sub machine guns rolls.
Possession of this Power grants the following Battle Scar: shoulder sup: One of your shoulders is damaged. Whenever it takes a major blow or is otherwise put under stress the GM may dislocate it. A dislocated limb cannot be used until you Exert your Mind and spend an Action to reset it..
Possession of this Power grants the following Trauma at all times: "all eyes on me" roll self control to not make an obvious and loud entrence when entering a building/scene.
You also gain the following effects:
Skunk is a tinkerer, and only feels at home behind a weapon that she's spend a month toying with.
You gain the following benefits as long as engaged in combat with firearms owned for at least a downtime.
+2 dice to all firearms owned for at least a downtime rolls.
You also gain the following effects:
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:
The 255TE "Lancer" Rife fires an extremely deadly spike of plasma at its targets. It comes standard with a volume control, allowing the soldier to mute its normally fearsome lightning crack report for stealth missions. When not in use, it can collapse into a small metal disk that can fit into any utility belt.
This Artifact can be used as a rifle. It is roughly the same size as a rifle but can be collapsed into a metallic disk and concealed. Collapsing or expanding it costs a Quick Action.
Attack by rolling Dexterity + Firearms, Difficulty 6. Successful attacks deal Contested Outcome +5 Weapon Damage.
You also gain the following effects: