Trick Shooter
Spellcast Trait: InstinctPlay the Trick Shooter if you want to do trick shots to control the battlefield and keep your prey on their toes, determining the flow of the battle.
Fancy Gunslinging: After a rest, you get an amount of Tricks on this card equal to your Spellcasting Trait. You can also mark a Stress to get 1d4 Tricks. These Tricks can be flavored gunslinger or arcane style. Before you rest, clear this card. You know these tricks:
◉ Disarming Shot - Spend a Trick before making an attack roll with a firearm. On a successful attack, the target becomes temporarily Disarmed. While Disarmed, they lose their weapon and their attack rolls have a -2 penalty till they clear this condition.
◉ Crippling Shot - On a successful attack roll with a firearm, spend a Trick to make the target Vulnerable. If the target took Severe damage, DM must spend an additional Fear to clear the condition.
◉ Cover Fire - Make a Spellcast Roll (14) against a target within your firearm range. On a success, spend a Trick and the target becomes temporarily Restrained. You may spend a Hope to temporarily Restrained an additional target within Close range of the original targets.
Tricky Shots: When you succeed in a Trick or spend a Trick after a success, you not only deal your firearm damage, if not already specify, but also bonus damage d4 based on your Tier to all targets.
Ployfur Shooter: You also know these Tricks:
◉ Flashbang - When you are targeted by an attack within Close range or you succeed in an attack against a target within Close range, spend a Trick to temporarily Blind them. While Blind, they have disadvantage on attack rolls and their vision is blurred till the condition is cleared.
◉ Ricochet Shot - When you fail an attack roll against a target with Hope, you may spend a Trick to reroll the attack to have it hit a target within Close Range of the original target.
◉ Bullet Barrage - Spend 2 Tricks to make all adversaries within Close range of you make a Reaction Roll (15). On failures, targets take double your firearm damage and mark a Stress. On success, they take no damage and mark a Stress.
Quick Hands: When you do one trick, you may spend the price to do a second trick in combo with the first one.
Gunfu: You also know these tricks:
◉ Called Shot! - Once per Rest, spend a Trick to describe your next attack of where it hits a target and how. As part of the attack roll, you can roll a d20 as your Hope Die. On a success, clear a Stress and you roll bonus d6s damage equal to your proficiency.
◉ Pump Them Full of Lead -Make a Spellcast Roll against all adversaries in front of you within your firearm range. On a success, spend any number of Tricks and force that many targets you succeeded against to make a Reaction Roll (15). Targets who succeed take 1 die tier up of your firearm instead of its normal damage. Targets who fail take 2 die tier up damage of your firearm and are temporarily Stunned. While Stunned, they can’t use reactions and can’t take any other actions until they clear this condition.
Trigger Happy: When you would roll for Tricks damage, you roll a 1d6+1 based on your tier (to a max of 4d6+4) instead of a 1d4 now.