Long Shot

Add your Perceive trait to the range of any gun you fire. Shots fired beyond the gun’s normal range use this extended range before the Focus check difficulty increases.

Disarming Shot

Declare before firing. On a successful hit, instead of dealing full damage, you deal half damage and the target drops their held weapon. Picking it back up costs the target a movement action. Targets wielding two-handed weapons or natural weapons (claws, bites) cannot be disarmed.

Quick Draw

At the start of combat, if you have a loaded pistol, you gain +2 to initiative. If you act first in the round, your first shot may be fired before any other combatant acts.

Arcane Focus

By spending Soul you can increase your Focus. You can increase your Focus by 1 per every 1 Soul spent. You may increase your Focus by up to your Arcana trait score. For example, if your Arcana is 4, you can increase your Focus an additional 4 points. The increase is only for one round. This ability is activated by declaring its use and spending the Soul; it does not require an action.

Bullet Defense

Being trained with guns you have learned also how to better defend against them. This allows you to increase your armor's Defense score by 1 for every gun skill you possess when making a defense check against a gun attack. Rune Cannon, Proficiency, and Empowerment skills do not count. The Overcharging skills also do not count towards this bonus. Only the skills listed as Gun Skills count. 

Quick Reload

This ability allows you to clear and reload your gun more quickly, though you must still do both. While reloading, you must pass a React check before defending against the first attack made against you each Defensive Turn. You may defend against each subsequent attack normally, without a React check. Against a single attack, this ability provides no benefit.

Reloading Stance

This ability places the gunner in a constant reactive stance during the defensive turn. This increases the gunner's React, Evade, Defense trait, and Spirit trait by +2. These increases only happen during the gunner's defensive turn, allowing the gunner to both be able to react to an attack and defend against an attack easier during the time they are normally spending reloading their fire arm. 

Quick React

By default, gunners must make a React check against each attack made on them during the defensive round, since their defense is spent reloading. This ability improves those checks by adding the gunner’s Acrobatics trait score to their React. This increase applies only to React checks made during the defensive round while reloading.

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