She shooty
You gain the following benefits as long as engaged in combat with Russian manufactured weapons.
+2 dice to all Russian manufactured weapons rolls.
You also gain the following effects:
Whenever Music Blaster is used, a ghostly series of applause will follow after the Music Blaster before fading away as fast as the music simmers down.
Spend an Action. Select a target within 50 feet. Roll Charisma + Influence (2 dice) Difficulty 6. The target may contest by rolling to Dodge or Defend as a Reaction, Difficulty 6.
If the Contested Outcome is positive, the target takes that much Damage plus 2.
You may use this Effect to Defend against any melee, projectile, or firearm Attacks within range or Clash against any Attack targeted at you. Using it to Defend deals no Damage but does not cost Exertion.
You may opt to have this Effect spread to all targets within 5 feet of the initial target, then to all unaffected targets within 5 feet of them, and so on, jumping a maximum of 5 times. No target may be hit more than once. You cannot hit yourself.
The target suffers a -3 dice penalty for the next hour or until the Injury is healed. This dice penalty does not stack multiple times on the same target.
Anyone who witnesses you during this Effect's activation will almost certainly be disturbed to see the music blasted makes sounds that sound like the incoherent screams from the ninth layer of hell to anyone besides Pearto.
This Gift cannot have more than 3 Drawbacks, and its Gift Cost is capped at 2.
Possession of this Power grants the following Trauma at all times: Nightmares.
Jules has learned how to shoot with the best of them. He uses Good ole Betsy
You gain the following benefits as long as engaged in combat with Rifles.
Your attacks with Rifles deal +3 Bonus Damage. Armor is reduced to 1/2, rounded up against this damage.
You also gain the following effects:
Edith has an intuitive sense of how her bullets will travel, allowing for absolute precision. And when needed, her weapon's pellets become almost a net, catching blades and bullets alike.
You gain the following benefits as long as engaged in combat with Shotgun.
+2 dice to all Shotgun rolls.
You also gain the following effects:
Why... Why the fuck can you use a gun Vivian?...
You gain the following benefits as long as engaged in combat with firearms.
+2 dice to all firearms rolls.
Possession of this Power grants the following Trauma at all times: Paranoia.
You also gain the following effects:
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:
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: