Shoot

Stunts

Aiming

  • Scope User. You know how to use a scope. +2 to create advantages with Shoot related to aiming while using a scope or laser sight. (adapted from http://dfrpg-resources.wikispaces.com/Stunts)

  • Uncanny Accuracy. Once per conflict, stack an additional free invoke on an advantage you’ve created to represent the time you take to aim or line up a shot (like In My Sights). (Fate Core, p.125)

Ammunition

  • Fast Reload. +2 to Shoot whenever you roll to overcome an aspect of Out of Ammunition or similar that has been placed upon you. (adapted from Spirit of the Century SRD, v6.15.2)

  • Lead in the Air. You really like emptying magazines. Any time you’re using a fully automatic weapon and you succeed at a Shoot attack, you automatically create a Fair (+2) opposition against movement in that zone until your next turn, because of all the lead in the air. (Normally, you’d need to take a separate action to set up this kind of interference, but with the stunt, it’s free.) (Fate Core, p.90)

  • One Shot Left (or Empty Mag, Empty Room). That last bullet has a kind of magic to it. Once per scene, you may create an aspect of One Shot Left (equivalently, The Whole Magazine at Once) on yourself as a free action. You may invoke this aspect once for free, but doing so changes the aspect to Out of Ammunition. The Fast Reload stunt explicitly cannot be used to overcome this aspect. (adapted from Spirit of the Century SRD, v6.15.2, and http://dfrpg-resources.wikispaces.com/Stunts)

  • Rain of Lead. +2 to create advantage rolls with Shoot when you create an aspect relating to suppressive fire. (adapted from Spirit of the Century SRD, v6.15.2)

Indirect Shots

  • Crazy Ricochet. When you use the Ricochet stunt, you may invoke further aspects to represent further bounces, gaining a bonus for each as normal. (Peter Blake)

  • Fortunate Rebound/Through and Through. Once per scene, when you succeed with style on a Shoot attack, you may inflict a 2-shift physical hit on another opponent in the same zone instead of gaining a boost. (Peter Blake)

  • Ricochet. You may invoke a relevant situation aspect to bounce a projectile off a solid surface, allowing it to come at an opponent from an unexpected direction. (This invocation does not provide its normal bonus.) If your attack is successful, the stress of the hit is increased by 2. (adapted from Spirit of the Century SRD, v6.29.2)

Long Range

  • Good Arm. You have an amazing throwing arm, and can throw weapons with great force. If thrown weapons have a shorter range in your game than guns, this stunt extends that range to two zones, equal to that of guns. (adapted from Spirit of the Century SRD, v6.29.2)

  • Legendary Archer. Bows are not just weapons, they’re your weapons of choice. When wielding a bow or crossbow, you can make attacks with it from two additional zones away. (adapted from http://dfrpg-resources.wikispaces.com/Stunts)

  • Long Shot. You can make physical attacks with Shoot from up to three zones away, rather than the usual two. (adapted from Spirit of the Century SRD, v6.15.1)

  • Sniper. Once per scene, you may make an attack with Shoot from up to ten zones away, provided you have a sniper rifle and scope. (Peter Blake)

Specific Targets

  • Feller of Fauna. To you, guns aren’t for killing people; they’re for killing animals. +2 to Shoot attacks against mundane animals. (adapted from http://dfrpg-resources.wikispaces.com/Stunts)

  • Game Hunter’s Finger. Choose a type of animal. You gain +2 to attack with Shoot against that kind of animal. (Peter Blake)

  • Trick Shot. +2 to create advantage with Shoot when firing at an inanimate object. (adapted from Spirit of the Century SRD, v6.15.1)

New Actions

  • Gun-Crazy/Way of the Gun. You may use Shoot instead of Crafts whenever you’re working with guns specifically. (adapted from Spirit of the Century SRD, v6.15.4)

  • Gun Kata. You are light on your feet with a gun in your hand, able to keep the gunplay going while evading attempts to harm you. You may use Shoot instead of Athletics to defend against physical attacks. (adapted from Spirit of the Century SRD, v6.15.1)

  • Juggler. You have a great talent for juggling; this includes the ability to throw around seemingly dangerous objects (knives, torches) without any fear of harm to yourself. +2 to Shoot when using juggling to entertain. (adapted from Spirit of the Century SRD, v6.26.2)

  • Personal Arsenal. You own a great number of weapons, and you get new ones all the time. Use your Shoot skill instead of your Resources skill when dealing with weaponry. (adapted from http://dfrpg-resources.wikispaces.com/Stunts)

  • Quick on the Draw. You can use Shoot instead of Notice to determine turn order in any physical conflict where shooting quickly would be useful. (Fate Core, p.125)

  • Shot on the Run. Once per scene, you may move one zone, attack with Shoot, and then move one additional zone, provided there are no situation aspects restricting movement. (Peter Blake)

  • Snap Shot. (requires Quick on the Draw.) Once per conflict, between or before other characters' actions, you may spend a fate point to preempt the usual turn order and act next. The action taken must involve a roll with your Shoot skill - usually an attack. This may be done in addition to your normal action. (adapted from Spirit of the Century SRD, v6.15.3)

Other

  • Called Shot. During a Shoot attack, spend a fate point and declare a specific condition you want to inflict on a target, like Shot in the Hand. If you succeed, you place that as a situation aspect on them in addition to hitting them for stress. (Fate Core, p.125)

  • Master of the Lasso. +2 to create advantages with Shoot whenever this involves throwing a lasso. (adapted from http://dfrpg-resources.wikia.com/wiki/Stunts)

  • Ranged Knockback. When you succeed with style on a Shoot attack with a thrown weapon, you may choose to reduce the value of your hit by one in order to move your opponent one zone, provided there are no situation aspects impeding this movement. (Peter Blake)

  • Subtle Draw. +2 to Shoot whenever there is active opposition to your first shot in a scene. (adapted from Spirit of the Century SRD, v6.15.3)

  • Trained As a Unit/Team Player. You were trained alongside the rest of your unit, and now that unit is like a single organism. +2 to create advantages with Shoot whenever working with another character who is from the same unit as you and who also has this stunt. (A similar stunt could exist in many other skills.) (adapted from http://dfrpg-resources.wikispaces.com/Stunts)

  • Two Gun Joe. Normally, shooting with two guns just looks cool, but when you fire two weapons, you have a decisive advantage. Any time you succeed on an attack with two guns, the stress inflicted is increased by one. (adapted from Spirit of the Century SRD, v6.15.4)

  • Volley. When you combine Shoot skills with your allies, you contribute an additional +1 bonus. (Peter Blake)