Time Slows
+8 Sub-Tiers to Speed for reacting and aiming.
Old West showmanship: quick draws, trick shots and bullets that come from places they shouldn’t. As a Ranged Weapon style, your regular shots also get Ricochet.
Passive: Fan the Hammer. Fire up to 3 regular shots in one turn. Each revolver holds 6 rounds, and reloading takes 1 turn.
| Move | Boost | Cooldown | Effect |
|---|---|---|---|
| Quick Draw | Counter | 6 turns | With your gun holstered, if they attack, you both roll 1d20. Win and you shoot first: their attack is cancelled and you hit for +8 Power |
| Trick Shot | +10 Power | 5 turns | Bounce a shot off the surroundings to hit them behind cover |
| Kneecapper | +6 Power | 7 turns | A leg shot: −6 Sub-Tiers of |
| Bullet Storm | +3 Power per shot | 8 turns | Empty your cylinders. Roll 1d12 for how many shots land |
No gauge. Instead, land these during the fight:
| Move | Requirement |
|---|---|
| Quick Draw | 1 successful counter |
| Trick Shot | 2 successful hits |
| Kneecapper | 1 successful hit |
| Bullet Storm | 6 shots landed in total |
Dead Eye lasts 6 turns.
Time Slows
+8 Sub-Tiers to Speed for reacting and aiming.
Bottomless Cylinder
No reloading while the Ultimate lasts.
| Move | Boost | Cooldown | Effect |
|---|---|---|---|
| Mark & Execute | +12 Power per shot | Single use | Mark up to 6 spots on your opponent, then fire them all at once. Every shot is an Auto-Hit |
| Ricochet Symphony | +10 Power | 5 turns | Your next volley gets a guaranteed Critical Ricochet: every projectile comes back |
| Heartbreaker | +30 Power | Single use | One perfect shot. Roll 1d20: 15+ is an Instant K.O. (not against someone a Phase above you) |
| High Noon | Counter | 6 turns | Any attack they make this turn is shot out of the air, plus 1 free Auto-Hit |