Action!/Schtick/Gun

All Gun Schticks only work with the Guns Skill.

Bag Full of Guns
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. 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
You can draw one more gun from the bag per Action.

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

Tech Bag
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
Choose a charge in a fight. Passive: You may Passively and Actively Defend your charge, without Action or Shot Costs, as long as you are within a Move of your charge. Luck: The charge gains +d10 AV. This also exists as a Unique schtick.

Dammit!
If your charge is hit, you gain +d10 AV to all Attacks this Sequence.

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

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

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

Stop
Passive: You gain +5 Initiative while Stay behind me is active. Progression: Initiative (Normal).

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

Under My Protection
You may have one more charge active.

Both Guns Blazing
Carry two guns, Passive: You may make one Guns Attack per Gun per Attack Action. Progression: AV, Damage, One more attack per gun (200 points).

Carnival of Carnage
Luck: Down an unnamed character.

Roller Coaster
180 points Passive: You do not incur Action penalties for attacking unnamed characters.

Tombola
Ignore one point of Multi-Action penalties versus unnamed characters. Progression: Multi-Action penalty (40)

Swings
Gain a Free Attack on an unnamed character when you down an unnamed character. Progression: extra Free Attack vs unnamed characters(140)

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

Eagle Eye
Passive: Ignore 5 points of Armor. Progression: Ignore 1 level of Armor (20).

Critical Hit!
5 Extra Armor Piercing provides +1 extra Damage. Progression: Lower extra AP needed by one (down to 1, 20 points)

Bullseye!
Requires maxed out Critical Hit! Progression. 5 Extra Armor Piercing also provides +1 AV. Progression: Lower extra AP needed by one (down to 1, 20 points)

Dead Center
Ignore 1 point of penalties except impairment. Progression: Extra points of penalty (Double AV, up to 4), Ignore all penalties (200)

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

Fast Draw
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
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 (100 points), Increase area to Perception meters in radius (20 points), gain up to 5 Outcome on the Attack (100 points), gain all Outcome to the Attack (100 points).

Ka-chak!
Action: Gain +5 Guns Attack EV until after your next Attack. You may not perform this more than once per Attack.

Leatherneck
Shot: You may retroactively make an Active Defense. Passive: You gain +5 EV on all Guns Defenses.

Lightning Reload
Passive: Never run out of bullets, never reload.

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

Gut Feeling
Unexpected Fight: +Perception Defense first Sequence.

Slo'Mo Vengeance
Passive: You do not incur Wound penalties to your Guns Attacks. Passive: Whenever you take a Wound, you may make an instant, 0-Shot cost Guns Attack against the attacker that caused the Wound.

Zen Markmanship
Passive: Ignore all cover modifiers. Passive: Ignore visibility modifiers.

Hail of Bullets
Guns Attack: Whenever you empty your magazines with an Attack, gain +d10 AV. No combination of schticks including Hail of Bullets can provide you with more than two extra positive dice.

Blaze of Glory
Passive: Whenever you reach 0 Shockpoints, you may make an Attack, without Wound penalties. You gain Shockpoints equal to Shockpoints inflicted.

Itchy Trigger Finger
Guns Attack Action: You may Attack one extra time per Itchy Trigger Finger schtick you have. This costs you a Shot per extra Attack.

Mean Mother
Guns Attack: Your Attack causes 1 point of impairment per Wound inflicted. This is healed with the Wound.

Smoke Round
Attack, hit: Inflict no Damage. Inflicts Impairment until the end of the next Sequence equal to the Damage/5 of the Attack.

Gun Fu
You may use Guns as Martial Arts while wielding Guns. Guns do Strength+5 Melee Damage in your hands.

Untouchable
Passive:You may perform Passive Defense with any Guns Proficiency AV+3 against any Attack if you carry an appropriate Gun.

Trick Shot
Passive: You may use Guns as Stunt. Passive: You gain +5 EV on Guns Stunts.

Gunsmith
Any Gun you modify either gains +1 to hit, +3 Damage, or double range. 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
Written by Robin D. Laws When you drop an unnamed character, all unnamed characters must spend their next Action making an Active Defense.