The magical girl knows how to properly handle the gun to use it without the need to kill anyone, improving her overall battle prowess in the process.
You gain the following benefits as long as engaged in combat with Magical Guns.
+2 dice to all Magical Guns 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:
Spectre has spent countless thousands of hours training and using a variety of firearms while serving in clandestine special forces units. They are deadly when wielding any firearm used during their time in these special forces units (Delta Force and SAC), most of which were their issued firearms with approved modifications and accessories but in operations behind enemy lines, standard issue firearms of the enemy were commonly supplied to be more discreet. All firearms that Spectre starts a contract with are Delta Force or SAC weapons. Always alert, Spectre's experience has him reflexively drawing his firearms at any perceived threats with the intent to incapacitate or kill.
You gain the following benefits as long as engaged in combat with firearms used while serving in Delta Force and SAC.
+2 dice to all firearms used while serving in Delta Force and SAC rolls.
You also gain the following effects:
The Lieutenant has used handguns long enough to be a particularly fast shot.
You gain the following benefits as long as engaged in combat with Handguns.
+2 dice to all Handguns rolls.
You also gain the following effects:
Step into the spotlight, where every shot you take is a dramatic scene waiting to unfold.
Down and down the performers go, into the depths of hell where the act is staged. What will become of the narrative, he wonders.
Will it fall apart? Will it reach fulfillment? Will he even be able to see its conclusion?
He wonders, and wonders, and wonders.
...
No time to think further. The elevator doors open.
It's time to start the play.
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:
Filler
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: filler.
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: