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.