Empowered Firearms "3, 2, 1. Target down. Go in and confirm incapacitation"

3
You possess be an ace sharpshooter.
Used by Charles Landwick (Sherlock), Created by GreenAppll.
( )

A purple glow comes from Sherlock hands as the weapon takes a purple hue. The bullet leaves the barrel spinning rapidly as he uses his telekinetic powers to speed it up more and more

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 engaged in combat with firearms.

Your attacks with firearms deal +3 Bonus Damage. Armor is reduced to 1/2, rounded up against this damage.

You also gain the following effects:

  • Quick Fingers: Drawing your weapon is a Free Action as long as it is on your person. You may reload as a Free Action.

  • Reminder: Bonus Damage stacks with Weapon Damage, but does not stack with any other Bonus Damage. Instead, the highest Bonus Damage is used.

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Community Passive Gifts

You gain the following benefits as long as you are engaged in combat with throwing hammers.

+2 dice to all rolls utilizing throwing hammers.

You also gain the following effects:

  • Boomerang: On your Initiative, in the Round following a thrown attack, the objects you threw will return back to you. You may catch them automatically, without making a roll or spending an Action.
  • Yeet!: You can throw things up to 100 extra feet per point of Brawn with no penalty. Anything thrown further than 100 feet will not land at its target until the next Round on your initiative.

You gain the following benefits as long as you are raging.

Your Brawn rating is increased by 1. You may Exert your Mind to automatically gain an Outcome of 5 on any roll that uses Brawn (cannot be used on combat rolls or Effect activations).

You also gain the following effects:

  • Heavy Hitter: Successful attacks made with Brawn will either knock your target back Outcome x 5 feet, or knock them down to the ground. Choose which effect the attack will have prior to rolling for it.
  • Tough: You gain Armor equal to half your Brawn rating. This Armor cannot be penetrated and protects against falling Damage.
  • Ham-Fisted: You cannot limit yourself when handling delicate objects or physically interacting with people. You may need to roll Dexterity + Athletics to avoid breaking things or causing unintended injury.

  • Armor from multiple sources does not stack. Instead, the highest is used.
  • Attribute bonuses from multiple sources do not stack. Instead the highest bonus is used.

This Artifact cannot be broken.

If this Artifact is lost and in no one’s possession, it finds its way back to its creator during the next Downtime.

  • "Cannot be broken" means that damage cannot render the Artifact's Effects unusable, nor can it cease to be used for its primary mundane purpose, if it has one.

You gain the following benefits as long as you are engaged in unarmed combat.

+2 dice to rolls for Attacking, Defending, and Clashing without a weapon. Unarmed attacks do +0 Weapon Damage (instead of -1).

You may Defend against melee, projectile, or firearm Attacks from any range and Clash with those in range of your Attacks. Attacking materials like steel or spikes will not Damage you unless it has an Effect that does so.

You also gain the following effects:

  • Shredder: If you successfully hit your target, the value of any Armor they are wearing is reduced by 2. For material armor, this penalty lasts until it is repaired. For intrinsic armor, it lasts until the end of Combat and any relevant wound is healed.

  • Unlike the Ability Brawl, this Effect does not affect small weapons such as knives.

You gain the following benefits as long as you are engaged in combat with melee weapons.

Your attacks with melee weapons deal +3 Bonus Damage. Armor is fully effective against this damage.

You also gain the following effects:

  • Bullet Parry: You may React to and Defend against firearms and other projectiles with melee weapons.

  • Reminder: Bonus Damage stacks with Weapon Damage, but does not stack with any other Bonus Damage. Instead, the highest Bonus Damage is used.

Stock Passive Gifts

You gain the following benefits as long as as long as you are visibly dressed head to toe in black with hardly any skin showing.

You are obscured in one of the following manners. You may Spend an Action to change the way in which you're concealed.

  • Hearing: You are completely obscured from hearing. You produce no sounds while this Effect is active. All attempts to detect you via hearing fail. Attempts via other senses where hearing would assist are rolled at -2 dice.

While this Effect is active, any Effect that would obscure you from other, additional senses fails automatically. If someone discovers you, this Effect will not help you hide from them for the next minute. Activating a targeted or obvious Effect, attacking, or being Injured ends the Effect. When the Effect ends, it is disabled for one minute.

Possession of this Power grants the following Trauma at all times: compulsion to test the awareness of allies by sneaking up on them with a weapon.

  • GMs should use their discretion when determining the exact impacts of this Effect, particularly in conjunction with environmental factors. Standing still against a complex background may render you impossible to detect, and footprints in snow may make it easy. A chance to detect you is not guaranteed.

You gain the following benefits as long as you are engaged in combat with melee ninja weapons.

+2 dice to all rolls with melee ninja weapons. You may Defend against firearm attacks from any range using melee ninja weapons.

You also gain the following effects:

  • Assassin: If your attack Injures your target, they cannot make a sound, even incidentally, for a single Round. Even the sound of their body and equipment dropping to the ground is silenced.
  • Falling Crane Strike: If you move and then make a successful attack against a target closer than the full distance you could have moved, you may choose to travel the excess movement in a straight line beyond the target.

You gain the following benefits as long as the attacker isn't important enough to have a name.

You have 4 Armor, which reduces incoming Damage. Armor from multiple sources does not stack. This Armor cannot be circumvented with Called Shots.

You gain the following benefits at all times.

You may understand and communicate to terrestrial animal as if you are fluent in a relevant language.

  • Communing with terrestrial animal does not grant them intellect but does allow you to converse with them.

You gain the following benefits at all times. You must actively and obviously be using clothes or a uniform that displays the flag of your country to gain the benefits of this Effect.

You have 4 Armor, which reduces incoming Damage. Armor from multiple sources does not stack. This Armor cannot be circumvented with Called Shots.