Is Licensed to Carry

You’re a proficient adversary when armed. Hundreds of hours of training mean that you don’t crack when under fire; you take care of business before the bad guys even know you’re there. Those who are Licensed to Carry might be cops, crooks, hunters, or citizens interested in protecting themselves.

You dress in clothing that allows you either to conceal your weapon or to quickly access it, and preferably both, which is why you’re probably known for your trench coat

Additional Equipment: A rearm and three magazines of ammo.

Minor Effect Suggestion: After being hit on the side of the head, the target is deafened for a few minutes.

Major Effect Suggestion: An artery hit causes the target to bleed for 1 point of damage each round until he succeeds at a difficulty 3 Intellect or Speed task to bind the wound.

Tier 1:

Gunner. You inflict 1 additional point of damage with guns. Enabler.

Practiced With Guns: You are practiced with using guns and su er no penalty when using one. Enabler.

Tier 2:
Careful Shot. You can spend points from either your Speed Pool or your Intellect Pool to apply levels of Effort to increase your gun damage. Each level of Effort adds 3 points of damage to a successful attack, and if you spend a turn lining up your shot, each level of Effort adds 5 points of damage to a successful attack instead. Enabler.

Tier 3:

Trained Gunner. You can choose from one of two benefits. Either you are trained in using guns, or you have the Spray ability (which costs 2 Speed points): If a weapon has the ability to fire rapid shots without reloading (usually called a rapid- re weapon, such as the automatic pistol), you can spray multiple shots around your target to increase the chance of hitting. This move uses 1d6 + 1 rounds of ammo (or all the ammo in the weapon, if it has less than the number rolled). The difficulty of the attack roll is decreased by one step. If the attack is successful, it deals 1 less point of damage than normal. Enabler (being trained in using guns) or action (Spray).

Tier 4:

Snapshot. You can make two gun attacks as a single action, but the second attack is modified by two steps to your detriment. Enabler.

Tier 5:

Legendary Gunner. You can choose from one of two benefits. Either you are trained in using guns (or specialized if you are already trained), or you have the Arc Spray ability, which costs 3 Speed points: If a weapon has the ability to fire rapid shots without reloading (usually called a rapid-fire weapon, such as the automatic pistol), you can fire your weapon at up to three targets (all next to one another) as a single action. Make a separate attack roll against each target. The difficulty of each attack is increased by one step. Enabler (being trained in using guns) or action (Arc Spray).

Tier 6:

Special Shot. When you hit a target with your gun attack, you can choose
to reduce the damage by 1 point but hit the target in a precise spot. Some of the possible effects include (but are not limited to) the following:
• You can shoot an object out of someone’s hand.
• You can shoot the leg, wing, or other limb it uses to move, reducing its maximum movement speed to immediate for a few days or until it receives expert medical care.
• You can shoot a strap holding a backpack, armor, or a similarly strapped- on item so that it falls o .
Enabler.

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Is Licensed to Carry

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