Note: a special rule for Firearms Charms allows a character to spend double the Essence cost in order to apply a Charm's effects to two guns at once, if he is wielding guns akimbo. This rule also applies to Essence costs for Combos containing Firearms charms. Original Firearms Charms Copyright © 2002 Bill Garrett **Excellent Marksmanship**
**Cost:**1 mote per die
**Duration:**Instant
**Type:**Supplemental
**Min. Ability:**1
**Min. Essence:**1
**Prerequisites:**None
Add 1 die to your Dex + Firearms pool, up to the limit of the base pool **Dead Eye Technique**
**Cost:**1 mote
**Duration:**Instant
**Type:**Supplemental
**Min. Ability:**3
**Min. Essence:**1
**Prerequisites:**Excellent Marksmanship
Ignore all vision and environmental penalties for firing. **Trick Shot Method**
**Cost:**1 mote, 1 Willpower
**Duration:**Instant
**Type:**Supplemental
**Min. Ability:**5
**Min. Essence:**1
**Prerequisites:**Dead Eye Technique
Hit any target, no matter how difficult to shoot normally, as long as the target is incapable of trying to defend (ie, inanimate objects). **Fully Automatic Anima**
**Cost:**Varies
**Duration:**Instant
**Type:**Extra Action
**Min. Ability:**3
**Min. Essence:**1
**Prerequisites:**Excellent Marksmanship
Each extra attack costs a numer of motes of Essence equal to twice the total number of attacks the character has made so far, including the attack the character is buying — same cost scheme as Peony Blossom attack. **Hammer of the Mind**
**Cost:**1 mote per shot
**Duration:**Instant
**Type:**Supplemental
**Min. Ability:**3
**Min. Essence:**2
**Prerequisites:**Fully Automatic Anima
Character can create bullets of Essence that do normal damage for their gun. **Overkill**
**Cost:**8 motes, 1 Willpower
**Duration:**Instant
**Type:**Extra Action
**Min. Ability:**5
**Min. Essence:**2
**Prerequisites:**Fully Automatic Anima
Character may make an additional attack against the same target as long as he continues hitting (the attack does not need to do damage), limited only by available ammunition. **Lawgiver Technique**
**Cost:**1 mote per shot
**Duration:**Instant
**Type:**Supplemental
**Min. Ability:**3
**Min. Essence:**2
**Prerequisites:**none
Character may change the type of round chambered to hollowpoint, AP, dum-dum, etc. as she sees fit. Game effect is that character may either halve armor soak, roll an extra 3 dice of damage, or fire some sort of specialized round (incendiary, etc.). *Three dice? Shouldn't that be two? --bts* **Magic Bullet**
**Cost:**5 motes
**Duration:**Instant
**Type:**Reflexive
**Min. Ability:**5
**Min. Essence:**2
**Prerequisites:**Hammer of the Mind
Character may make a free attack attempt for a number of additional rounds equal to the character's permanent Essence, if the initial attack did not hit, or was successfully Dodged — the bullet comes back for another attempt. The character may freely act on the turns in which the bullet is making its additional attacks. The charm stops when the bullet hits or runs out of rounds. **Never Disarmed**
**Cost:**1 mote
**Duration:**Instant
**Type:**Simple
**Min. Ability:**1
**Min. Essence:**1
**Prerequisites:**none
Character may call chosen gun(s) into her hands instantly, if she would be capable of retrieving them normally — if they have been holstered, knocked out of her hand, etc. Character must either be wearing or be able to see the weapon(s). **Gun Summons**
**Cost:**3 motes
**Duration:**Instant
**Type:**Simple
**Min. Ability:**2
**Min. Essence:**2
**Prerequisites:**Never Disarmed
Character may call chosen gun(s) into her hands instantly, wherever they are — if out of sight, tied down, held by someone else, etc. Maximum range is 10 times character's Essence. **Spirit Holster**
**Cost:**1 mote to summon or banish
**Duration:**Instant
**Type:**Reflexive
**Min. Ability:**3
**Min. Essence:**1
**Prerequisites:**Gun Summons
Character may store or retrieve guns in Elsewhere. **Follow the Flash**
**Cost:**3 motes
**Duration:**Instant
**Type:**Reflexive
**Min. Ability:**4
**Min. Essence:**1
**Prerequisites:**none
The character may retaliate against firearms attacks (successful or not) with an attack of her own, by tracking the source of the shot. Follow the Flash may not be used against any counterattack charm.