SWFate-Guns

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Sometimes characters just need to shoot things. Thankfully, there’s a skill for that. With a gun, characters can shoot up to two zones away – three if it’s a rifle (borders may or may not count, depending on their nature). Unfortunately, without a gun in hand, or at least close at hand, the skill isn’t much use.

Guns can also be used to cover non-gun weapons that shoot at a distance, such as bows and strange electrical spears that shoot lightning, though usually with a small penalty. If, at the time the player takes the skill, he decides the character is focused on using a method of shooting other than a gun, he may rename this skill to something more appropriate (e .g ., Bows) and instead face the familiarity penalty when using actual guns. Under such an Skills option, most Guns stunts are still available (though Two Bow Joe might be a little tricky).

The Guns skill does not allow characters to defend themselves as well as attack; it trades the a defense component for ability to act over greater range. A character who’s both a good shot and good at getting out of the way will also want to invest in either Athletics or Fists (or both!).

Guns users are also well-versed in a variety of small arms, large arms, and ammunitions, and may use this skill as a limited sort of knowledge skill covering those areas.

Characters with high Guns include soldiers, assassins, and hunters. If someone is devoted to using Guns as a strong component of their fighting style, it can safely be assumed that they possess at least one or two guns, regardless of Resources rating (though whether or not they will be allowed to such things whereever they go is another matter entirely). This is, of course, subject to the rigors of character concept and GM approval.

Contents

Stunts

Aiming

Long Shot [Guns]

For whatever reason, you’re always able to take shots at a greater distance than you should be. You can use pistols up to three zones away (instead of two); furthermore, rifles and other such weaponry reach an additional zone (or two, if the GM feels generous).

Shot on the Run [Guns]

The character is light on his feet with a gun in his hand, able to keep the gunplay going while evading attempts to harm him.

This character may use Guns as a defense skill against physical attacks; normally, Guns cannot be used defensively.

Stay on Target [Guns]

Taking slow and careful aim can be done as a maneuver, placing an aspect on your target (such as “In My Sights”).

Whenever performing an aiming maneuver against a target, you may roll your Guns at +1 to place the aspect, +2 if you’ve brought along a targeting scope or similar aiming device (in addition to whatever bonuses the scope itself provides).

Trick Shot [Guns]

Your character gains +2 on the roll for any Guns action that involves shooting an inanimate object. While this cannot be used to actually attack another character, it can be very useful for indirect effects, like shooting down a chandelier.

Ammunition

Fast Reload [Guns]

Normally, reloading your guns is considered a part of the normal ebb and flow of combat and doesn’t become an issue until something happens to make it relevant. A lack of ammunition can show up one of two ways. First, “out of ammunition” can often show up as a minor consequence for someone with a gun. With this stunt, the character may spend a fate point in order to remove this consequence immediately, at the end of any exchange.

The character is still considered to have taken a minor consequence for purposes of determining whether his next consequence is moderate – the minor consequence simply won’t be there. Second, “out of ammunition” can show up as a temporary aspect resulting from a maneuver (to try to get someone to use up his shots). Whenever this character is the target of such a maneuver, he may defend at +2.

One Shot Left [Guns]

That last bullet has a kind of magic to it. A character with this stunt may declare that he is on his last shot, and may make any single Guns attack at +3. This is the character’s last shot – its use means that there’s no more ammo, no holdout guns or the like. The only way the character is going to be able to use his Guns skill in the scene is if he takes an action acquiring a new weapon or ammunition, which may not always be possible. Even the Fast Reload stunt cannot be used to remedy this situation; you really are out of ammunition.

Rain of Lead [Guns]

Your character is skilled at laying down a scathing hail of suppressive fire. When using Guns to perform a block (see page XX), the character can ignore up to two points of penalties imposed by the GM due to the complexity of the block.

Draw

Quick Draw [Guns]

This allows a character to bring his gun or guns to his hand so fast it’s as if by magic. The character takes no penalty for drawing a gun as a supplemental action; if someone is actively blocking such an action (see page XX), you may treat that block as if it had a value two steps lower.

Lightning Hands [Guns]

Requires Quick Draw.

The character and his gun are as one; the thought to take aim and fire is the same as the action. With this stunt, the character may use his Guns skill to determine initiative, instead of Alertness.

Snap Shot [Guns]

Requires Lightning Hands.

Once per exchange, between or before other characters’ actions, the character may spend a fate point to preempt the usual turn order and act next.

The action taken must involve a roll with his Guns skill – usually an attack. This may be done in addition to the character’s normal action, but each time it’s done in the same scene, the fate point cost increases by one.

Firepower

Gun-Crazy [Guns]

The character’s so thoroughly into the modern phenomenon of gunsmithing that he’s developed a focused talent for working on the things.

Whenever working with guns specifically, this character may use Guns instead of Engineering.

Custom Firearm [Guns]

Requires Gun-Crazy.

You have one special gun that you hold above all others. This is a gadget, which automatically has the craftsmanship improvement (see page XX), as well as two other improvements which you may change between sessions. In addition, the gun is so well-made that it never needs repairs of great length if it’s damaged; reduce the time it takes you to repair it by four steps.

Two Gun Joe [Guns]

Normally, shooting with two guns just looks cool without providing a bonus. With this stunt, a character firing two weapons has a decisive advantage.

Any time this character uses two guns and hits a target for at least one stress, the stress of the hit is increased by one (meaning, essentially, that he never hits a target for less than two stress, when he hits).

Furthermore, any defense against maneuvers to deprive the character of either of his guns is improved by one. The two belong together, after all, in the hands of a Two Gun Joe.

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