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. Roll Guns for each Gun when first pulled out and choose from the following table. 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.

Bodyguard
Choose a charge in a fight. Passive: You may Passively and Actively Defend your charge, without Action or Shot Costs, as long as your are within a Move of your charge. Luck: The charge gains a positive die. This also exists as a Unique schtick.

Dammit!
If your charge is hit, you gain +d10 AV to all Attacks until the charge is in safety.

Both Guns Blazing
Carry two guns, Passive: You may make one Guns Attack per Gun per Attack Action.

Carnival of Carnage
Passive: You do not incur Action penalties for attacking unnamed characters.

Eagle Eye
Passive: Ignore points of Armor equal to your Perception score.

The Professional
Guns Attack: You inflict Damage equal to your Outcome.

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 must spend a minimum of 1 round per target, and gain normal Damage bonuses for spending rounds beyond this.

Ka-chak!
Action: Gain +5 Initiative, +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 Intrusion/Sneak 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.