Charles raises his gun up, with a quip "fuck justice, you deserve death." He reinforces his shot out of the gun with his telekinetic power. A crosshair appears on charles glasses as he looks at the enemy.
Sherlock closes his eyes and slowly thinks about all the time he has shot a firearm. He things and slowly grasp the feeling of the bullet moving, the gun shooting, the hammer hitting. the gunpowder exploding. He feels every aspect of the gun he's using and with his eyes close, his mouth in a slight grin, he presses the trigger. The bullet seen by those with a sharp eye has a odd purple tint to it as it hit a bullseye on a target. Sherlock opens his eyes with a satisfied look and when he pulls down his shade for a small bit, his right pupil which is purple, burst into flame and with a purple hue, his pupil has a fiery aura around it. He pulls up his shades again, feeling more confident and more comfortable with his power. Slowly accepting it. "despite how little i wish to admit it, I must say, you've been very useful for me." Sherlock puts away the gun and starts walking off to his car, returning home, as he prepares for another commission and continues to do his job.
You gain the following benefits as long as Telekinesis is activated and engaged in combat with Alien/Legendary Guns.
+2 dice to all Alien/Legendary Guns rolls.
You also gain the following effects:
Corpor seems to handle his gun with perfect care, a master in his craft. His movements look almost perfectly out of a western film.
You gain the following benefits as long as engaged in combat with Revolving Pistols.
+2 dice to all Revolving Pistols rolls.
You also gain the following effects:
Jimmy was never good at math, but he is able to instinctively make complex calculations for the trajectory of his bullets and take enviromental factors into account, faster than normal any humans could. It is as easy as walking or riding a bike for him.
Jimmy does not realise it, but everytime he shoots, a faint glowing figure would always flash, standing alongside him, guiding his gunfire. The figure is completely invisible to any nomal person, and barely visible for the supernaturally inclined.
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:
Aim, hold your breath, pull the trigger and hit the target. Robert knows that his gun and his aim is the only thing between him and the monsters trying to bite off his face.
“Sometimes going for the kill shot is putting them out of their misery.”
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:
No physical difference beside yellow blood now.
You gain the following benefits as long as engaged in combat with handgun.
+2 dice to all handgun rolls.
You also gain the following effects:
Using the rotating circular magazine on his forearm. He shoots semi-automatically shoots Scalpels from his wrist. the device itself looks like a Pipboy from fallout and
You gain the following benefits as long as you are wearing this Artifact and engaged in combat with Draven's Scalpel Gun.
Your attacks with Draven's Scalpel Gun deal +3 Bonus Damage. Armor is reduced to 1/2, rounded up against this damage.
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:
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: