Marksmanship Training "Made in the USA"

1
You possess ace sharpshooting abilities.
Used by Bob Ross, Created by Shwashbuckler.
( )

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:

  • Point Control: Called Shots that you attempt only require a Contested Outcome of 2 for small targets and 4 for tiny targets.
  • Quick Fingers: Drawing your weapon is a Free Action as long as it is on your person. You may reload or swap ammo as a Free Action.


Community Passive Gifts

Calculating...
Calculation information:
Angle: 0.2, 0.03
Target Position (relative to firearm): 21, 32, 8
Muzzle velocity - 5,000 ft/s
Wind speed: 0.2 Newtons per square foot
Calculation Complete.
Time elapsed: 0.023 ms
Conclusion:
Change firing angle by 0.01 rads x, 0.04 rads y

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:

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

You gain the following benefits at all times.

You gain an additional limb that functions as a standard human arm and hand.

Each additional limb you posses can take one Quick Action per Round without incurring a -2 dice penalty to your main Action. Any Battle Scars that affect or remove your additional limb will heal in a single week.

Your extra appendage can be used to attack in exactly the same manner as a Giant Claw (Greatsword).

Your appendage is selectively incorporeal, allowing you to reach through walls or ignore grapples on it.

Your extra appendage can stretch to reach an additional 30 feet.

Your extra appendage is not connected to your nervous or circulatory systems, and you will not take damage if it is hit by an attack or destroyed.

Your Extra Appendage counts as an object and can be hacked or targeted by any Powers that affect objects or machines. Injuries to your Extra Appendage cannot be healed by Powers that affect living things but may be repaired during Downtime.

Possession of this Power grants the following Battle Scar: Lordosis - Your spine is negatively affected by your extra appendage. (You have a -2 dice penalty to all rolls involving balance when your extra appendage isn't being used for balance).

Possession of this Power grants the following Trauma at all times: The Best Minion - You believe you and your Overlord are the best of the best, and are superior to everyone else. (You must succeed a Self-Control roll to believe or take an action that contradicts this belief).

Your Extra Appendage is incapable of fine object manipulation.

  • Your limb's incorporeal-ness doesn't enhance your attacks in any way.
  • You may stretch or retract your limbs once per Round on your Initiative.

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A yokai spirit of the wind has attached itself to him and has begun changing him for his survival, giving him sharpened teeth, perceptive eyes, a tail for balance, and sharing some of their knowledge with him in brief flashbacks. With their two minds almost meshing it makes processing information easier, and identifying things simpler, especially since the Kamaitachi has delt with humans a lot in the past.

You gain the following benefits at all times.

You are permanently and visibly transformed: Kamaitachi. You are considered to be a Sapient, Living being when targeted. Your Brawn is increased by 1, your Perception is increased by 1, and your Charisma is increased by 1.

You are immune to damage from heat and flames. If heat is a substantial component of other damage you would take (e.g. slashed with a flaming sword), that damage is reduced by 2 (in addition to Armor)

  • Your heat resistance does not extend to your equipment. Fire does not degrade this effect over time.
  • Attribute bonuses from multiple sources do not stack. Instead the highest bonus is used.

You gain the following benefits at all times.

You are permanently and visibly transformed: Reptoid Mutant. You are considered to be a Sapient, Living being when targeted. Your Brawn is increased by 2 and your Dexterity is increased by 2.

No single organ in your body is critical for life. If any body part is separated, it lives and can take Actions for one hour. Attacks do not get bonuses from targeting specific body parts. You cannot suffer an Injury with Severity greater than 6.

You get +3 to your Body rating, but -1 to your Mind rating.

You may make a +2 Weapon Damage Claws attack without additional equipment.

You cannot be mistaken for a normal human. You cannot always use standard human clothes, equipment, vehicles, and facilities, and when you can, you suffer an increased Difficulty.

  • When split into multiple pieces, only the "main" piece can activate Effects.
  • Attribute bonuses from multiple sources do not stack. Instead the highest bonus is used.

It is said that great warriors in past times wore many of these enchantments at the same time, a sword in each additional arm, appearing as if they grew wings made from wood and steel, which led to the spell receiving its name: The Iron Wings.

You gain the following benefits as long as the limb only operates a melee weapon and you are wearing this Artifact.

You gain an additional limb that functions as a standard human arm and hand.

Each additional limb you posses can take one Quick Action per Round without incurring a -2 dice penalty to your main Action. Each additional appendage you have gives you +1 dice to make and resist Grapples (up to a maximum bonus of +4 dice).

Any Battle Scars that affect or remove your additional limb will heal in a single week.

You may turn this Effect on and off at will during its duration.

Your Extra Appendage counts as an object and can be hacked or targeted by any Powers that affect objects or machines. Injuries to your Extra Appendage cannot be healed by Powers that affect living things but may be repaired during Downtime.

  • You may only switch this Effect on or off once per Round on your initiative as a Free Action.

Stock Passive Gifts

You gain the following benefits as long as you are wearing this Artifact.

You get +0 dice to any Mind resistance rolls you make. You also gain the following effects:

  • Naturally Resistant: Any time you make a Mind resistance roll, the individual who you are resisting must Exert their Mind, or your resistance succeeds automatically.
  • Clash Of Wills: If you fail to fully resist an Effect, your Outcome is considered to be 0.

  • These bonuses apply only to Mind rolls made to resist Effects and other supernatural phenomena. They do not apply to Trauma rolls or self-control rolls.

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:

  • Point Control: Called Shots that you attempt only require a Contested Outcome of 2 for small targets and 4 for tiny targets.
  • Quick Fingers: Drawing your weapon is a Free Action as long as it is on your person. You may reload or swap ammo as a Free Action.

You gain the following benefits as long as you are wearing this Artifact.

You get +2 dice to any Body resistance rolls you make. You also gain the following effects:

  • Survivor: You are immune to all non-Alien diseases.
  • All Brawn No Brain: You suffer a -2 dice penalty on Mind resistance rolls.

  • These bonuses apply only to Body rolls made to resist Effects and other supernatural phenomena. They do not apply to other contexts such as attacks made while under the Creature Transformation Effect.

You gain the following benefits as long as Must be driving a rugged vehicle such as an SUV truck or armored car. and you are piloting any vehicle.

You receive +2 dice to any rolls to pilot a vehicle.

You also gain the following effects:

  • Drive-By: You may drive or pilot your vehicle as a Free Action, without taking any penalty on other Actions.
  • Steady As She Goes: The motion of your vehicle never causes your passengers dice penalties, and you do not suffer dice penalties from the unsteadiness of any vehicle you are riding in.

You gain the following benefits at all times. You must actively and obviously be using a sword 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.

Whenever your Armor reduces incoming Damage, you are immediately made aware of the source of the Damage. You may pinpoint their location for 30 seconds.

Any time your Armor prevents Damage, your Armor rating is temporarily decreased by 2. Whenever it goes five Rounds without preventing any Damage, it is restored back to its full value.

  • Armor recharging happens automatically and does not require an Action.
  • This Effect’s Armor rating cannot be increased by any other Effects.
  • When shredded, it returns to full potency in one hour.