Action!/Schtick/Gun

All Gun Schticks only work with the Ranged Weapons Skill.

Bag Full of Guns
Tier 2 Inspired by the work of Carl Cramér Passive: You always get one Bag of Guns per session. Provides the following: Action: Roll Guns vs Diff. 10 for each Gun when first pulled out and choose one with Damage Adds up to EV/5. If you botch, the bag is empty. If you fail any roll, you get a basic weapon of the smallest kind available. You may pay 1 Luck and retrieve a new bag at any time.

Bigger Bag
Tier 2 You can draw one more gun from the bag per Action.

Weapons Bag
Tier 2 Add 8 to the EV to the rolls with Bag Full of Guns. Progression: EV (Normal).

Tech Bag
Tier 2 Choose a Tech schtick. All Guns may be equipped with this Tech Schtick for 10 EV. Progression: Lower EV needed to 5 (100), Lower EV needed to 0 (200), Extra Tech Schtick (100).

Bodyguard
Tier 2 Choose a charge in a fight. Passive: You may Passively and Actively Defend your charge as long as you are within a Move of your charge. Progression: Luck: charge gains +d10 AV. (80 points)

This also exists as a Unique schtick.

Dammit!
Tier 5 If your charge is hit, you gain +d10 AV to your next Attack. Progression: You gain the effect to all Attacks this Sequence (10 points)

Look Out!
Tier 2 Your charge now only needs to be attacked to activate Dammit!.

I have a bad feeling about this
Tier 4, Requires Look Out! Action: Activate Dammit! for your next Attack. You must have a charge for this to work.

Stay behind me
Tier 2 You and your charge gain: Passive: Both gain the benefit of their highest Initiative. Bodyguard Move: Charge gains a Free Move.

Stop
Tier 2 Passive: You gain +5 Initiative while Stay Behind Me is active. Progression: Initiative (Normal).

Get down!
Tier 2 Your charge gains: Bodyguard Active Defense: You gain a Free Active Dodge, and a +1 Defense bonus. Progression: Active Defense (Half AV progression)

Under My Protection
Tier 2 You may have one more charge active.

Both Guns Blazing
Tier 2 Carry two guns, Passive: You may make one Guns Attack per Gun per Attack Action. Advancement:Damage (Progression 1), One more attack per gun (20 points).

Carnival of Carnage
Tier 2 Luck: Down an unnamed character.

Roller Coaster
Tier 5 You gain +1 AV vs Unnamed Characters when downing unnamed characters. This ends any Sequence after which you have not Attacked an Unnamed Character.

Tombola
Tier 5 Any 10 on a die downs an Unnamed Character that is not your target,. Progression: Decrease possible result for downing an Unnamed Character (Starts at 10,9,8,7,6,5...) (Progression 25).

Swings
Tier 6 Gain a Free Attack on an unnamed character when you down an unnamed character. Advancement: extra Free Attack vs unnamed characters (Progression 30)

Rides
Tier 2 Gain a +2 AV versus unnamed characters. Progression: AV (Progression 10).

Eagle Eye
Tier 2 Gain 5 points of Armor Piercing with all Ranged Weapons. Progression: Armor Piercing (Progression 2 per 5 points Armor Piercing).

Critical Hit!
Tier 1 5 Extra Armor Piercing provides +1 extra Damage. Progression: Lower extra AP needed by one (Progression 25).

Bullseye!
Tier 2 Requires maxed out Critical Hit! Progression. 5 Extra Armor Piercing also provides +1 AV. Progression: Lower extra AP needed by one (Progression 25)

Dead Center
Tier 5 Ignore 1 point of penalties. Progression: Extra points of penalty (Progression 25), Ignore all penalties (25)

The Professional
Tier 2 Guns Attack: You inflict Damage equal to your Outcome, Max 2 points. Progression: Increase Damage (Progression 5).

Fast Draw
Tier 2 Passive: Add your Wits to your Initiative (not your Shot pool) the first Sequence in a fight. Passive: Drawing a gun is a Free Action for you. Passive: You may always shoot first on the same Shot, unless your opponent also has Fast Draw, you then compare Initiative normally.

Great Balls of Fire
Tier 2 written by Carl 'Abbe' Cramér, modified by Oscar Ubeda Segmar Power, Luck, Shot or Action: Make your next Attack cover an area equal to your Perception in Diameter. All within that area take half Damage on a miss, and full Damage on a hit. No Outcome is added. You gain normal Damage bonuses for aiming. Progression: Remove the cost of the Schtick (10 points), Increase area to Perception meters in radius (2 points), gain up to 5 Outcome on the Attack (5 points), gain all Outcome to the Attack (10 points).

Ka-chak!
Tier 2 Guns Action: Gain +12 Guns EV until after your next Guns Action.

Leatherneck
Tier 2 Shot: You may retroactively make an Active Defense with Guns (with the normal Shot Cost). Progression: Defense (Progression 2), Remove a Shot Cost from this Effect (5 points), Active Defense: Free Attack (14 points).

Lightning Reload
Tier 2 Passive: Never run out of bullets, never reload. This Schtick is only available in certain campaigns.

Hair-trigger Neckhairs
Tier 2 Passive: You may use any Guns Proficiency AV whenever you would normally roll Observation/Notice to detect anything.

Gut Feeling
Tier 2 Unexpected Fight: +Perception Defense first Sequence.

Slo'Mo Vengeance
Tier 2 Lower the Wound penalties to your Guns Attacks by 2. Progression: Ignore all Wound penalties to your Guns Attacks (6 points), Whenever you take a Wound, you may make a Free Guns Attack against the attacker that caused the Wound (6 points), You now only have to be hit (+4 points), You may now fire after being Attacked (+6 points), You may now fire before being attacked (+6 points).

Zen Markmanship
Tier 2 Passive: Ignore up to 1 point of cover modifiers. Passive: Ignore up to 1 point of visibility modifiers. Progression: Add 1 point to cover and visibility modifiers ignored (20 points), Ignore all cover and visibility modifiers (80 points).

Hail of Bullets
Tier 2 Guns Attack: Whenever you empty your magazines with an Attack, gain +8 Damage. Progression: Instead of gaining +8 Damage, gain a positive Damage Die (2), instead of gaining +8 Damage, gain +d10 AV (14), Instead of gaining +8 Damage, gain Perception extra Damage (0), Damage (Progression 1).

Blaze of Glory
Tier 2 Whenever you reach 0 Shockpoints, you may make a Free Attack with -4 AV. Progression: Remove AV penalty (4 points), Ignore Wound penalties on Attack (8 points), Add Wound penalties to AV (16 points, requires Ignore Wound Penalties), Regain Shock points inflicted (8 points), Regain a Wound inflicted (4 points), You only have to have been Wounded to use this effect (8 points), You only have to take Shockpoints to use this effect (16 points).

Itchy Trigger Finger
Tier 2 Guns Attack Action, Shot: You may make a Free Guns Attack at -2 AV. Progression: Add an extra Free Attack and increase cost by 1 Shot, (2 points), Remove the AV penalty (2 points per Free Attack), Remove the Shot Cost (10 points per Free Attack).

Mean Mother
Tier 2 Guns Attack: Your Attack causes 1 extra point of impairment this Sequence per 4 Wounds inflicted. Progression: Lower required Wounds inflicted by 1 (2 points), The impairment lasts EV/5 Sequences (8 points), the impairment lasts until the Wound is healed (requires 1 Wound/1 impairment, 8 points)

Smoke Round
Tier 2 Attack: Inflict no Wounds. Inflicts 1 point of Impairment EV Sequences. Advancement: Inflicts 1 point of Impairment per 5 Shock points inflicted (+5 points), Lower EV required to inflict (2/EV).

Gun Fu
Tier 2 You may use Guns as Martial Arts while wielding Guns. Guns do Strength+0 Melee Damage in your hands. Progression: Melee Damage (Progression 1), May use Guns as Intimidation (2), Gain Gun Fu Stance (10)

Gun Fu Stance
Gun Fu Stance, Focus: Gain the following: Martial Arts or Gun Attack: Add +3 AV to the Attack. Martial Arts Action: Gain a Free Guns Attack. Progression: AV (Progression 10), Remove Focus cost of Stance (10), You may use Guns as any Action Proficiency while in Gun Fu Stance (8).

Untouchable
Tier 1 You gain +2 Passive Defense with any Ranged Weapons Proficiency if you carry an appropriate Gun. Progression: Passive Defense (Progression 5), You may Passively Defend against any Attack with Guns (2 points), You gain +5 Soak against Ranged Weapon Damage (Progression 2)

Trick Shot
Tier 2 You may use Guns as Stunt. Progression: Add EV to Guns Stun (Progression 1).

Gunsmith
Tier 2 Any Gun you modify either gains +1 to hit, 1 level of Damage, double range, or any other small benefit (like extra round capacity). Modifying it takes 10 minutes or 1 Action if you pay 1 Luck. You may always start a Session with up to Luck number of modified Guns.

Scattering Fire
Tier 2 Written by Robin D. Laws When you drop an unnamed character, all unnamed characters must spend their next Action making an Active Defense. Progression: This Schtick now also works against Named characters, but they may spend a Shot to ignore the effect (1).