Field Repair

You can repair damaged guns and rune cannons in the field without a gunsmith. You may also replace barrels (major repair) and other simple parts (minor repair) as long as you have the parts to replace them with. Repairing requires a Normal Insight check and 1 hour of work for minor damage, or a Challenging Insight check and 4 hours for major damage. In combat, you may clear a misfire using your movement action. The gun remains loaded and ready to fire on your next turn. Requires a Gunsmith's Kit.

Gunsmith’s Eye

With a glance, you can identify a gun’s maker, quality, condition, and any enhancements fitted to it with an Easy Insight check. You can also tell what type of ammunition a gun is loaded with, and estimate its fair market value. Ancient or relic guns may require a harder check, at the GM’s discretion.

Taking the Shot

When an enemy you can see attacks an ally, and your gun is loaded, you may spend your Defense action to immediately fire at that enemy. This shot still requires a Focus check. Since your Defense action is spent, you cannot reload or defend normally this round, and all attacks against you require React checks.

Intimidating Report

The thunderous report of your gun shakes the resolve of your enemies. After your first gunshot in combat, all enemies within hearing range must make a Normal Mental Balance check or suffer Fear. Each enemy only needs to make this check once per combat. Creatures without a mind to frighten, such as constructs or mindless undead, are unaffected, at the GM’s discretion.

Battery Overcharging

The Rune Stone Battery option that you can acquire for your rune cannon allows you to have a battery that the rune cannon uses for its attacks so that the rune cannon's Soul cost does not affect you. But, once the Soul runs out, you are left with an empty ylem stone attached to your rune cannon. This ability allows you to overcharge the stone, using the same rules that apply to making rune stones. If the ylem stone can normally take 20 Soul, this allows you to put in 40.

Runic Amplification

This ability allows you to increase the rune cannon's elemental effect on magical damage. It does so by allowing you to increase it from "Double Runic Power for attacks against those of the element you are strong against" to "triple runic power". It costs half your runic power in soul (rounded up) - which must be rolled for each time you declare you are using this ability, and cannot be reduced. The element is dependent upon the rune cannon's core. 

Charging Improvement

This ability is used with the Charging skills. This ability allows you to make a choice - to decrease the Soul Cost of the Charging skill by 1 (based on tier level) or to increase the damage bonus of the Charging skill by +2 (based on tier level). You cannot choose both. 

The decrease in cost or increase in damage is as follows:

Vitality Block

This ability comes into play when you are using an Overcharging skill and you suffer a misfire. This ability allows you to block some of the resulting Vitality damage that you would otherwise receive. You do so by replacing the Vitality damage with another stat; Power or Soul. The damage is then done to the other stat, except for 1 point of damage that must still affect your Vitality. 

Better Stability

With this ability you have a greater chance of avoiding misfires when firing your gun. This ability does not remove the chance, it only makes it less likely to happen. With this ability, any time you roll what would cause a misfire when making your Focus check, you may spend 2 Soul to reroll. If the second chance roll still lands on a misfire, the misfire happens. Otherwise, the shot simply misses. 

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