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Utility Shot

Prerequisite: Grit

Cost: 4 Points

If you have at least 1 Grit Point, you can perform any of the following utility shots. Each utility shot can be applied to any single Strike with a firearm, but you must declare the utility shot before firing.

Blast Lock: You make an attack against a lock within the first range increment of your firearm. A Diminutive lock usually has AC 7, and larger locks have a lower AC. The lock gains a bonus to its AC against this attack based on its quality. A simple lock has a +10 bonus to AC, an average lock has a +15 bonus to AC, an expert lock has a +20 bonus to AC, and a master lock has a +30 bonus to AC. On a hit, the lock is destroyed, and the object can be opened as if it were unlocked. On a miss, the lock is destroyed but the object is jammed and still considered locked. It can still be unlocked by successfully performing this deed, by using the Thievery skill, or with the break DC, though the DC (or the AC) for either break or Thievery checks increases by 5. A key, combination, or similar mechanical method of unlocking the lock no longer works.

Scoot Unattended Object: You make an attack against a Tiny or smaller unattended object within the first range increment of your firearm. A Tiny unattended object has an AC of 10, a Diminutive unattended object has an AC of 14, and a Fine unattended object has an AC of 20. On a hit, you do not damage the object with the shot but can move it up to 15 feet farther away from the shot’s origin. On a miss, you damage the object normally.

Stop Bleeding: You make a firearm attack and then presses the hot barrel against yourself or an adjacent creature to staunch a bleeding wound. Instead of dealing damage, the shot ends a single Persistent Damage affecting the creature as long as that damage was made with a physical attack. You do not have to make an attack roll when performing the deed in this way; you can instead shoot the firearm into the air but that shot still uses up ammunition normally.