Novice Overcharge

This skill allows you to overcharge your gun with extra black powder to deal more damage. You will use 2 extra uses of black powder and as a result you increase your shot's damage by 2d8. There is a risk however, should you have a misfire, you will roll 2d8 which will be dealt to you as vitality damage which ignores armor. This skill causes a natural 1 or 2 to always result in a misfire, no matter the type of lock that is used for the gun. Failing the check to use this skill still consumes the extra black powder; the shot fired will be without the extra damage.

Masterful Overcharge

This skill allows you to overcharge your gun with extra black powder to deal more damage. You will use 4 extra uses of black powder and as a result you increase your shot's damage by 4d8. There is a risk however, should you have a misfire, you will roll 4d8 which will be dealt to you as vitality damage which ignores armor. This skill causes a natural 1, 2, 3, or 4 to always result in a misfire, no matter the type of lock that is used for the gun. Failing the check to use this skill still consumes the extra black powder; the shot fired will be without the extra damage.

Greater Overcharge

This skill allows you to overcharge your gun with extra black powder to deal more damage. You will use 3 extra uses of black powder and as a result you increase your shot's damage by 3d8. There is a risk however, should you have a misfire, you will roll 3d8 which will be dealt to you as vitality damage which ignores armor. This skill causes a natural 1, 2, or 3 to always result in a misfire, no matter the type of lock that is used for the gun. Failing the check to use this skill still consumes the extra black powder; the shot fired will be without the extra damage.

Basic Overcharge

This skill allows you to overcharge your gun with extra black powder to deal more damage. You will use 1 extra use of black powder and as a result you increase your shot's damage by 1d10. There is a risk however, should you have a misfire, you will roll 1d10 which will be dealt to you as vitality damage which ignores armor. This skill causes a natural 1 to always result in a misfire, no matter the type of lock that is used for the gun. Failing the check to use this skill still consumes the extra black powder; the shot fired will be without the extra damage.

Steady Hand

This skill combines with Aiming and the act of shooting your gun or rune cannon. With this skill not only are you applying the Focus penalty to the target's evade from making a Focused Attack, you are also increasing your own Focus for successful gun use by the added effects of Aiming (1d6).

Trick Shot

Trick your target with a shot that seems aimed elsewhere. This catches the target off guard, increasing their evade chance difficulty up one level. In other words if it is a normal evade chance it becomes a hard evade chance.

Sniper Shot

+1 to damage; You can aim for parts on the target.

  • Arms: hit causes target to drop weapon or shield
  • Legs: hit causes target to lose use of the hit leg, decreasing move by half, if both are hit then target cannot move
  • Torso: hit causes extra 1d6 damage
  • Head: hit stuns target 1d3 rounds

All locations inflict wounds on that location.

Ricochet Projectile

Bounce projectile off one target or obstacle to hit another in range. Basically, if you have the range of 12 for your projectile weapon, you fire at one target 8 spaces away. There's another target that is 4 spaces from that target, still within the total 12 of your weapon. Your first target gets a normal evade chance, each additional target gets a +2 bonus to evade which is increased by 2 per target so that the third target has a +4, the fourth a +6, and so on. If you succeed your ammo will bounce off the first target and hit the second target.

Puck Shot

Bounce projectile off one target or obstacle to hit another in range. Basically, if you have the range of 12 for your projectile weapon, you fire at one target 8 spaces away. There's another target that is 4 spaces from that target, still within the total 12 of your weapon. The first target gets a normal evade chance, the second target gets an evade chance with a +2 bonus. If you hit, you succeed and your ammo will bounce off the first target and hit the second target. Same damage will be dealt to both targets. 

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