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		<title>Metaforce TTRPG  - Recent changes [en]</title>
		<link>https://metaforce.magicwindowstudios.com/wiki/index.php?title=Special:RecentChanges</link>
		<description>Track the most recent changes to the wiki in this feed.</description>
		<language>en</language>
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		<lastBuildDate>Tue, 21 Apr 2026 05:07:35 GMT</lastBuildDate>
		<item>
			<title>Appendage</title>
			<link>https://metaforce.magicwindowstudios.com/wiki/index.php?title=Appendage&amp;diff=550&amp;oldid=389</link>
			<guid isPermaLink="false">https://metaforce.magicwindowstudios.com/wiki/index.php?title=Appendage&amp;diff=550&amp;oldid=389</guid>
			<description>&lt;p&gt;Added &amp;#039;manipulate&amp;#039; property to Appendages&lt;/p&gt;
&lt;table style=&quot;background-color: #fff; color: #202122;&quot; data-mw=&quot;interface&quot;&gt;
				&lt;col class=&quot;diff-marker&quot; /&gt;
				&lt;col class=&quot;diff-content&quot; /&gt;
				&lt;col class=&quot;diff-marker&quot; /&gt;
				&lt;col class=&quot;diff-content&quot; /&gt;
				&lt;tr class=&quot;diff-title&quot; lang=&quot;en&quot;&gt;
				&lt;td colspan=&quot;2&quot; style=&quot;background-color: #fff; color: #202122; text-align: center;&quot;&gt;← Older revision&lt;/td&gt;
				&lt;td colspan=&quot;2&quot; style=&quot;background-color: #fff; color: #202122; text-align: center;&quot;&gt;Revision as of 07:06, 26 March 2026&lt;/td&gt;
				&lt;/tr&gt;&lt;tr&gt;&lt;td colspan=&quot;2&quot; class=&quot;diff-lineno&quot; id=&quot;mw-diff-left-l6&quot;&gt;Line 6:&lt;/td&gt;
&lt;td colspan=&quot;2&quot; class=&quot;diff-lineno&quot;&gt;Line 6:&lt;/td&gt;&lt;/tr&gt;
&lt;tr&gt;&lt;td class=&quot;diff-marker&quot;&gt;&lt;/td&gt;&lt;td style=&quot;background-color: #f8f9fa; color: #202122; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #eaecf0; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;div&gt;   &lt;/div&gt;&lt;/td&gt;&lt;td class=&quot;diff-marker&quot;&gt;&lt;/td&gt;&lt;td style=&quot;background-color: #f8f9fa; color: #202122; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #eaecf0; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;div&gt;   &lt;/div&gt;&lt;/td&gt;&lt;/tr&gt;
&lt;tr&gt;&lt;td class=&quot;diff-marker&quot;&gt;&lt;/td&gt;&lt;td style=&quot;background-color: #f8f9fa; color: #202122; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #eaecf0; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;div&gt;  &amp;#039;&amp;#039;&amp;#039;Example Appendage/Limb Definitions&amp;#039;&amp;#039;&amp;#039;&lt;/div&gt;&lt;/td&gt;&lt;td class=&quot;diff-marker&quot;&gt;&lt;/td&gt;&lt;td style=&quot;background-color: #f8f9fa; color: #202122; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #eaecf0; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;div&gt;  &amp;#039;&amp;#039;&amp;#039;Example Appendage/Limb Definitions&amp;#039;&amp;#039;&amp;#039;&lt;/div&gt;&lt;/td&gt;&lt;/tr&gt;
&lt;tr&gt;&lt;td class=&quot;diff-marker&quot; data-marker=&quot;−&quot;&gt;&lt;/td&gt;&lt;td style=&quot;color: #202122; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #ffe49c; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;div&gt;  • Arm(s), Hand(s): &lt;del style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;Grasping &lt;/del&gt;appendages of a humanoid.&lt;/div&gt;&lt;/td&gt;&lt;td class=&quot;diff-marker&quot; data-marker=&quot;+&quot;&gt;&lt;/td&gt;&lt;td style=&quot;color: #202122; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #a3d3ff; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;div&gt;  • Arm(s), Hand(s): &lt;ins style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;Manipulate &lt;/ins&gt;appendages of a humanoid.&lt;/div&gt;&lt;/td&gt;&lt;/tr&gt;
&lt;tr&gt;&lt;td class=&quot;diff-marker&quot;&gt;&lt;/td&gt;&lt;td style=&quot;background-color: #f8f9fa; color: #202122; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #eaecf0; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;div&gt;  • Leg(s), Feet: Locomotive appendages of a humanoid.&lt;/div&gt;&lt;/td&gt;&lt;td class=&quot;diff-marker&quot;&gt;&lt;/td&gt;&lt;td style=&quot;background-color: #f8f9fa; color: #202122; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #eaecf0; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;div&gt;  • Leg(s), Feet: Locomotive appendages of a humanoid.&lt;/div&gt;&lt;/td&gt;&lt;/tr&gt;
&lt;tr&gt;&lt;td class=&quot;diff-marker&quot;&gt;&lt;/td&gt;&lt;td style=&quot;background-color: #f8f9fa; color: #202122; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #eaecf0; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;div&gt;  • Tail: Striking and/or prehensile appendage of a creature.&lt;/div&gt;&lt;/td&gt;&lt;td class=&quot;diff-marker&quot;&gt;&lt;/td&gt;&lt;td style=&quot;background-color: #f8f9fa; color: #202122; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #eaecf0; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;div&gt;  • Tail: Striking and/or prehensile appendage of a creature.&lt;/div&gt;&lt;/td&gt;&lt;/tr&gt;
&lt;tr&gt;&lt;td class=&quot;diff-marker&quot; data-marker=&quot;−&quot;&gt;&lt;/td&gt;&lt;td style=&quot;color: #202122; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #ffe49c; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;div&gt;  • Head&lt;del style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;, &lt;/del&gt;Brain&lt;del style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;, Active/Passive&lt;/del&gt;: Mental concentration and focus of a creature.&lt;/div&gt;&lt;/td&gt;&lt;td class=&quot;diff-marker&quot; data-marker=&quot;+&quot;&gt;&lt;/td&gt;&lt;td style=&quot;color: #202122; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #a3d3ff; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;div&gt;  • Head&lt;ins style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;/&lt;/ins&gt;Brain: Mental concentration and focus of a creature.&lt;/div&gt;&lt;/td&gt;&lt;/tr&gt;
&lt;tr&gt;&lt;td class=&quot;diff-marker&quot;&gt;&lt;/td&gt;&lt;td style=&quot;background-color: #f8f9fa; color: #202122; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #eaecf0; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;div&gt;   &lt;/div&gt;&lt;/td&gt;&lt;td class=&quot;diff-marker&quot;&gt;&lt;/td&gt;&lt;td style=&quot;background-color: #f8f9fa; color: #202122; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #eaecf0; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;div&gt;   &lt;/div&gt;&lt;/td&gt;&lt;/tr&gt;
&lt;tr&gt;&lt;td class=&quot;diff-marker&quot; data-marker=&quot;−&quot;&gt;&lt;/td&gt;&lt;td style=&quot;color: #202122; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #ffe49c; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;div&gt;  Characters with more limbs than a humanoid are free to use any additional limbs as they see fit, but there may be a limit to how many activities can be performed within the same frame of time. Some activities make some appendages unusable for other activities.&lt;/div&gt;&lt;/td&gt;&lt;td class=&quot;diff-marker&quot; data-marker=&quot;+&quot;&gt;&lt;/td&gt;&lt;td style=&quot;color: #202122; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #a3d3ff; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;div&gt;  Characters with more limbs than a humanoid are free to use any additional limbs as they see fit, but there may be a limit to how many activities can be performed within the same frame of time. Some activities make some appendages unusable for other activities&lt;ins style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;. Only limbs with &#039;&#039;&#039;Manipulate&#039;&#039;&#039; can &#039;use&#039; or &#039;interact&#039; with objects and creatures in more complex ways than simply touching them&lt;/ins&gt;.&lt;/div&gt;&lt;/td&gt;&lt;/tr&gt;
&lt;tr&gt;&lt;td class=&quot;diff-marker&quot;&gt;&lt;/td&gt;&lt;td style=&quot;background-color: #f8f9fa; color: #202122; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #eaecf0; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;div&gt;   &lt;/div&gt;&lt;/td&gt;&lt;td class=&quot;diff-marker&quot;&gt;&lt;/td&gt;&lt;td style=&quot;background-color: #f8f9fa; color: #202122; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #eaecf0; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;div&gt;   &lt;/div&gt;&lt;/td&gt;&lt;/tr&gt;
&lt;tr&gt;&lt;td class=&quot;diff-marker&quot;&gt;&lt;/td&gt;&lt;td style=&quot;background-color: #f8f9fa; color: #202122; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #eaecf0; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;div&gt;  &amp;lt;small&amp;gt;&amp;#039;&amp;#039;&amp;quot;The Saurian, who possesses a large tail they can use to attack with, tries to &amp;#039;&amp;#039;&amp;#039;swipe their tail&amp;#039;&amp;#039;&amp;#039; against several foes in a circle during an Action Frame. While they are only using their tail in this activity, they &amp;#039;&amp;#039;&amp;#039;prevent&amp;#039;&amp;#039;&amp;#039; the use of their legs and arms as they are needed to perform this particular activity, the legs for turning the body around and the arms to keep balance.&amp;quot;&amp;#039;&amp;#039;&amp;lt;/small&amp;gt;&lt;/div&gt;&lt;/td&gt;&lt;td class=&quot;diff-marker&quot;&gt;&lt;/td&gt;&lt;td style=&quot;background-color: #f8f9fa; color: #202122; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #eaecf0; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;div&gt;  &amp;lt;small&amp;gt;&amp;#039;&amp;#039;&amp;quot;The Saurian, who possesses a large tail they can use to attack with, tries to &amp;#039;&amp;#039;&amp;#039;swipe their tail&amp;#039;&amp;#039;&amp;#039; against several foes in a circle during an Action Frame. While they are only using their tail in this activity, they &amp;#039;&amp;#039;&amp;#039;prevent&amp;#039;&amp;#039;&amp;#039; the use of their legs and arms as they are needed to perform this particular activity, the legs for turning the body around and the arms to keep balance.&amp;quot;&amp;#039;&amp;#039;&amp;lt;/small&amp;gt;&lt;/div&gt;&lt;/td&gt;&lt;/tr&gt;
&lt;tr&gt;&lt;td colspan=&quot;2&quot; class=&quot;diff-side-deleted&quot;&gt;&lt;/td&gt;&lt;td class=&quot;diff-marker&quot; data-marker=&quot;+&quot;&gt;&lt;/td&gt;&lt;td style=&quot;color: #202122; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #a3d3ff; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;div&gt;&lt;ins style=&quot;font-weight: bold; text-decoration: none;&quot;&gt; &lt;/ins&gt;&lt;/div&gt;&lt;/td&gt;&lt;/tr&gt;
&lt;tr&gt;&lt;td colspan=&quot;2&quot; class=&quot;diff-side-deleted&quot;&gt;&lt;/td&gt;&lt;td class=&quot;diff-marker&quot; data-marker=&quot;+&quot;&gt;&lt;/td&gt;&lt;td style=&quot;color: #202122; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #a3d3ff; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;div&gt;&lt;ins style=&quot;font-weight: bold; text-decoration: none;&quot;&gt; &amp;lt;small&amp;gt;(The Saurian&#039;s tail can be wielded as a weapon as it has movement and touch. But only the Saurian&#039;s hands have the Manipulate property needed to use objects or wield weapons more complex than a stick.)&amp;lt;/small&amp;gt;&lt;/ins&gt;&lt;/div&gt;&lt;/td&gt;&lt;/tr&gt;
&lt;tr&gt;&lt;td class=&quot;diff-marker&quot;&gt;&lt;/td&gt;&lt;td style=&quot;background-color: #f8f9fa; color: #202122; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #eaecf0; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;br&gt;&lt;/td&gt;&lt;td class=&quot;diff-marker&quot;&gt;&lt;/td&gt;&lt;td style=&quot;background-color: #f8f9fa; color: #202122; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #eaecf0; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;br&gt;&lt;/td&gt;&lt;/tr&gt;
&lt;tr&gt;&lt;td class=&quot;diff-marker&quot;&gt;&lt;/td&gt;&lt;td style=&quot;background-color: #f8f9fa; color: #202122; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #eaecf0; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;div&gt;==Mental Appendages==&lt;/div&gt;&lt;/td&gt;&lt;td class=&quot;diff-marker&quot;&gt;&lt;/td&gt;&lt;td style=&quot;background-color: #f8f9fa; color: #202122; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #eaecf0; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;div&gt;==Mental Appendages==&lt;/div&gt;&lt;/td&gt;&lt;/tr&gt;
&lt;/table&gt;</description>
			<pubDate>Thu, 26 Mar 2026 14:06:26 GMT</pubDate>
			<dc:creator>AlienOvan</dc:creator>
			<comments>https://metaforce.magicwindowstudios.com/wiki/index.php?title=Talk:Appendage</comments>
		</item>
		<item>
			<title>Firearms</title>
			<link>https://metaforce.magicwindowstudios.com/wiki/index.php?title=Firearms&amp;diff=549&amp;oldid=548</link>
			<guid isPermaLink="false">https://metaforce.magicwindowstudios.com/wiki/index.php?title=Firearms&amp;diff=549&amp;oldid=548</guid>
			<description>&lt;p&gt;Added Reload property, buffed reload speed based on proficiency.&lt;/p&gt;
&lt;table style=&quot;background-color: #fff; color: #202122;&quot; data-mw=&quot;interface&quot;&gt;
				&lt;col class=&quot;diff-marker&quot; /&gt;
				&lt;col class=&quot;diff-content&quot; /&gt;
				&lt;col class=&quot;diff-marker&quot; /&gt;
				&lt;col class=&quot;diff-content&quot; /&gt;
				&lt;tr class=&quot;diff-title&quot; lang=&quot;en&quot;&gt;
				&lt;td colspan=&quot;2&quot; style=&quot;background-color: #fff; color: #202122; text-align: center;&quot;&gt;← Older revision&lt;/td&gt;
				&lt;td colspan=&quot;2&quot; style=&quot;background-color: #fff; color: #202122; text-align: center;&quot;&gt;Revision as of 07:00, 26 March 2026&lt;/td&gt;
				&lt;/tr&gt;&lt;tr&gt;&lt;td colspan=&quot;2&quot; class=&quot;diff-lineno&quot; id=&quot;mw-diff-left-l18&quot;&gt;Line 18:&lt;/td&gt;
&lt;td colspan=&quot;2&quot; class=&quot;diff-lineno&quot;&gt;Line 18:&lt;/td&gt;&lt;/tr&gt;
&lt;tr&gt;&lt;td class=&quot;diff-marker&quot;&gt;&lt;/td&gt;&lt;td style=&quot;background-color: #f8f9fa; color: #202122; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #eaecf0; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;div&gt;|-&lt;/div&gt;&lt;/td&gt;&lt;td class=&quot;diff-marker&quot;&gt;&lt;/td&gt;&lt;td style=&quot;background-color: #f8f9fa; color: #202122; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #eaecf0; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;div&gt;|-&lt;/div&gt;&lt;/td&gt;&lt;/tr&gt;
&lt;tr&gt;&lt;td class=&quot;diff-marker&quot;&gt;&lt;/td&gt;&lt;td style=&quot;background-color: #f8f9fa; color: #202122; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #eaecf0; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;div&gt;| &amp;#039;&amp;#039;&amp;#039;Max Ammo and Type&amp;#039;&amp;#039;&amp;#039; || Specifies which ammunition is required to fire the weapon, and how much can be loaded at a time. || 12+1 9mm Parabellum Rounds, 6 Magnum Rounds, 1 Rifle Round.&lt;/div&gt;&lt;/td&gt;&lt;td class=&quot;diff-marker&quot;&gt;&lt;/td&gt;&lt;td style=&quot;background-color: #f8f9fa; color: #202122; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #eaecf0; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;div&gt;| &amp;#039;&amp;#039;&amp;#039;Max Ammo and Type&amp;#039;&amp;#039;&amp;#039; || Specifies which ammunition is required to fire the weapon, and how much can be loaded at a time. || 12+1 9mm Parabellum Rounds, 6 Magnum Rounds, 1 Rifle Round.&lt;/div&gt;&lt;/td&gt;&lt;/tr&gt;
&lt;tr&gt;&lt;td colspan=&quot;2&quot; class=&quot;diff-side-deleted&quot;&gt;&lt;/td&gt;&lt;td class=&quot;diff-marker&quot; data-marker=&quot;+&quot;&gt;&lt;/td&gt;&lt;td style=&quot;color: #202122; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #a3d3ff; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;div&gt;&lt;ins style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;|-&lt;/ins&gt;&lt;/div&gt;&lt;/td&gt;&lt;/tr&gt;
&lt;tr&gt;&lt;td colspan=&quot;2&quot; class=&quot;diff-side-deleted&quot;&gt;&lt;/td&gt;&lt;td class=&quot;diff-marker&quot; data-marker=&quot;+&quot;&gt;&lt;/td&gt;&lt;td style=&quot;color: #202122; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #a3d3ff; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;div&gt;&lt;ins style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;| &#039;&#039;&#039;Reload&#039;&#039;&#039; || Specifies the reload time or ammunition loaded per Action Frame. || Unload+Reload: All (Clip/Magazine),&amp;lt;br&amp;gt;Reload: 1 (Bolt-Action),&amp;lt;br&amp;gt;Reload: 3 (Revolver, no Speedloader),&amp;lt;br&amp;gt;Reload: All (Speedloader),&amp;lt;br&amp;gt;Reload: 3 (Shotgun)&lt;/ins&gt;&lt;/div&gt;&lt;/td&gt;&lt;/tr&gt;
&lt;tr&gt;&lt;td class=&quot;diff-marker&quot;&gt;&lt;/td&gt;&lt;td style=&quot;background-color: #f8f9fa; color: #202122; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #eaecf0; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;div&gt;|}&lt;/div&gt;&lt;/td&gt;&lt;td class=&quot;diff-marker&quot;&gt;&lt;/td&gt;&lt;td style=&quot;background-color: #f8f9fa; color: #202122; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #eaecf0; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;div&gt;|}&lt;/div&gt;&lt;/td&gt;&lt;/tr&gt;
&lt;tr&gt;&lt;td class=&quot;diff-marker&quot;&gt;&lt;/td&gt;&lt;td style=&quot;background-color: #f8f9fa; color: #202122; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #eaecf0; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;br&gt;&lt;/td&gt;&lt;td class=&quot;diff-marker&quot;&gt;&lt;/td&gt;&lt;td style=&quot;background-color: #f8f9fa; color: #202122; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #eaecf0; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;br&gt;&lt;/td&gt;&lt;/tr&gt;
&lt;tr&gt;&lt;td colspan=&quot;2&quot; class=&quot;diff-lineno&quot; id=&quot;mw-diff-left-l29&quot;&gt;Line 29:&lt;/td&gt;
&lt;td colspan=&quot;2&quot; class=&quot;diff-lineno&quot;&gt;Line 31:&lt;/td&gt;&lt;/tr&gt;
&lt;tr&gt;&lt;td class=&quot;diff-marker&quot;&gt;&lt;/td&gt;&lt;td style=&quot;background-color: #f8f9fa; color: #202122; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #eaecf0; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;div&gt;  If the shooter is already at Disadvantage when firing their next shot, they suffer a -4 penalty ToHit on their Attack Rolls.&lt;/div&gt;&lt;/td&gt;&lt;td class=&quot;diff-marker&quot;&gt;&lt;/td&gt;&lt;td style=&quot;background-color: #f8f9fa; color: #202122; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #eaecf0; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;div&gt;  If the shooter is already at Disadvantage when firing their next shot, they suffer a -4 penalty ToHit on their Attack Rolls.&lt;/div&gt;&lt;/td&gt;&lt;/tr&gt;
&lt;tr&gt;&lt;td class=&quot;diff-marker&quot;&gt;&lt;/td&gt;&lt;td style=&quot;background-color: #f8f9fa; color: #202122; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #eaecf0; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;br&gt;&lt;/td&gt;&lt;td class=&quot;diff-marker&quot;&gt;&lt;/td&gt;&lt;td style=&quot;background-color: #f8f9fa; color: #202122; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #eaecf0; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;br&gt;&lt;/td&gt;&lt;/tr&gt;
&lt;tr&gt;&lt;td class=&quot;diff-marker&quot; data-marker=&quot;−&quot;&gt;&lt;/td&gt;&lt;td style=&quot;color: #202122; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #ffe49c; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;div&gt;==&lt;del style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;Unload / Reload&lt;/del&gt;==&lt;/div&gt;&lt;/td&gt;&lt;td class=&quot;diff-marker&quot; data-marker=&quot;+&quot;&gt;&lt;/td&gt;&lt;td style=&quot;color: #202122; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #a3d3ff; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;div&gt;==&lt;ins style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;Reloading Firearms&lt;/ins&gt;==&lt;/div&gt;&lt;/td&gt;&lt;/tr&gt;
&lt;tr&gt;&lt;td class=&quot;diff-marker&quot; data-marker=&quot;−&quot;&gt;&lt;/td&gt;&lt;td style=&quot;color: #202122; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #ffe49c; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;div&gt;  &lt;del style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;The advantage of &lt;/del&gt;Firearms &lt;del style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;is that &lt;/del&gt;the &lt;del style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;ammunition needs less frequent loading than primitive forms &lt;/del&gt;of &lt;del style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;ranged weapon&lt;/del&gt;. The &lt;del style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;means &lt;/del&gt;to &lt;del style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;replenish missing ammo &lt;/del&gt;is a more &lt;del style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;complicated process&lt;/del&gt;.&lt;/div&gt;&lt;/td&gt;&lt;td class=&quot;diff-marker&quot; data-marker=&quot;+&quot;&gt;&lt;/td&gt;&lt;td style=&quot;color: #202122; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #a3d3ff; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;div&gt;  Firearms &lt;ins style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;normally load their ammunition into &lt;/ins&gt;the &lt;ins style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;weapon itself, instead &lt;/ins&gt;of &lt;ins style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;having to be primed like a Bow and Arrow, or a Sling and rock&lt;/ins&gt;. The &lt;ins style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;process &lt;/ins&gt;to &lt;ins style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;reload &lt;/ins&gt;is a &lt;ins style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;bit &lt;/ins&gt;more &lt;ins style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;complication than such primitive weapons so the speed at which one can reload their weapon depends on their &#039;&#039;&#039;Proficiency&#039;&#039;&#039;&lt;/ins&gt;.&lt;/div&gt;&lt;/td&gt;&lt;/tr&gt;
&lt;tr&gt;&lt;td class=&quot;diff-marker&quot;&gt;&lt;/td&gt;&lt;td style=&quot;background-color: #f8f9fa; color: #202122; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #eaecf0; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;div&gt;   &lt;/div&gt;&lt;/td&gt;&lt;td class=&quot;diff-marker&quot;&gt;&lt;/td&gt;&lt;td style=&quot;background-color: #f8f9fa; color: #202122; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #eaecf0; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;div&gt;   &lt;/div&gt;&lt;/td&gt;&lt;/tr&gt;
&lt;tr&gt;&lt;td class=&quot;diff-marker&quot; data-marker=&quot;−&quot;&gt;&lt;/td&gt;&lt;td style=&quot;color: #202122; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #ffe49c; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;div&gt;  &lt;del style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;All Firearm users have the Action-Activity of &lt;/del&gt;&#039;&#039;&#039;&lt;del style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;Unload&lt;/del&gt;&#039;&#039;&#039; &lt;del style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;when &lt;/del&gt;their Firearm &lt;del style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;has ammunition inside&lt;/del&gt;, &lt;del style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;or an empty &lt;/del&gt;clip/magazine. &lt;del style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;A Firearm &lt;/del&gt;that &lt;del style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;is not loaded gives the activity &lt;/del&gt;&#039;&#039;&#039;&lt;del style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;Reload&lt;/del&gt;&#039;&#039;&#039;&lt;del style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;, which inserts new &lt;/del&gt;ammunition &lt;del style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;into &lt;/del&gt;the Firearm and &lt;del style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;primes it ready &lt;/del&gt;to &lt;del style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;fire&lt;/del&gt;. &lt;del style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;Unload &lt;/del&gt;and &lt;del style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;Reload take an &lt;/del&gt;Action&lt;del style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;-&lt;/del&gt;Frame &lt;del style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;each &lt;/del&gt;to &lt;del style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;resolve&lt;/del&gt;.&lt;/div&gt;&lt;/td&gt;&lt;td class=&quot;diff-marker&quot; data-marker=&quot;+&quot;&gt;&lt;/td&gt;&lt;td style=&quot;color: #202122; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #a3d3ff; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;div&gt;  &#039;&#039;&#039;&lt;ins style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;No Proficiency&lt;/ins&gt;&#039;&#039;&#039;&lt;/div&gt;&lt;/td&gt;&lt;/tr&gt;
&lt;tr&gt;&lt;td colspan=&quot;2&quot; class=&quot;diff-side-deleted&quot;&gt;&lt;/td&gt;&lt;td class=&quot;diff-marker&quot; data-marker=&quot;+&quot;&gt;&lt;/td&gt;&lt;td style=&quot;color: #202122; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #a3d3ff; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;div&gt;&lt;ins style=&quot;font-weight: bold; text-decoration: none;&quot;&gt; Any character who can fit &lt;/ins&gt;their &lt;ins style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;manipulating [[Appendage]] onto the trigger can fire a &lt;/ins&gt;Firearm, &lt;ins style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;but unloading the &lt;/ins&gt;clip/magazine &lt;ins style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;takes an &#039;&#039;&#039;Action Frame&#039;&#039;&#039; to resolve, and Reloading it again takes another frame. It effectively takes a whole round to reload in this way&lt;/ins&gt;. &lt;ins style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;Weapons &lt;/ins&gt;that &lt;ins style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;load ammo over time will also reload &lt;/ins&gt;&#039;&#039;&#039;&lt;ins style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;half as much&lt;/ins&gt;&#039;&#039;&#039; ammunition &lt;ins style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;than what &lt;/ins&gt;the &lt;ins style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;description states (rounded up).&lt;/ins&gt;&lt;/div&gt;&lt;/td&gt;&lt;/tr&gt;
&lt;tr&gt;&lt;td colspan=&quot;2&quot; class=&quot;diff-side-deleted&quot;&gt;&lt;/td&gt;&lt;td class=&quot;diff-marker&quot; data-marker=&quot;+&quot;&gt;&lt;/td&gt;&lt;td style=&quot;color: #202122; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #a3d3ff; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;div&gt;&lt;ins style=&quot;font-weight: bold; text-decoration: none;&quot;&gt; &lt;/ins&gt;&lt;/div&gt;&lt;/td&gt;&lt;/tr&gt;
&lt;tr&gt;&lt;td colspan=&quot;2&quot; class=&quot;diff-side-deleted&quot;&gt;&lt;/td&gt;&lt;td class=&quot;diff-marker&quot; data-marker=&quot;+&quot;&gt;&lt;/td&gt;&lt;td style=&quot;color: #202122; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #a3d3ff; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;div&gt;&lt;ins style=&quot;font-weight: bold; text-decoration: none;&quot;&gt; &#039;&#039;&#039;Proficiency&#039;&#039;&#039;&lt;/ins&gt;&lt;/div&gt;&lt;/td&gt;&lt;/tr&gt;
&lt;tr&gt;&lt;td colspan=&quot;2&quot; class=&quot;diff-side-deleted&quot;&gt;&lt;/td&gt;&lt;td class=&quot;diff-marker&quot; data-marker=&quot;+&quot;&gt;&lt;/td&gt;&lt;td style=&quot;color: #202122; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #a3d3ff; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;div&gt;&lt;ins style=&quot;font-weight: bold; text-decoration: none;&quot;&gt; A character who has a &#039;&#039;&#039;Metaphor&#039;&#039;&#039; in Firearms or a specific &lt;/ins&gt;Firearm &lt;ins style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;will gain Proficiency &lt;/ins&gt;and &lt;ins style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;be able &lt;/ins&gt;to &lt;ins style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;take each Unload/Reload activity as a Quickened action&lt;/ins&gt;. &lt;ins style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;A Clip/Magazine based gun can be unloaded and reloaded in one frame, &lt;/ins&gt;and &lt;ins style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;a weapon that loads incrementally can be loaded at normal speed.&lt;/ins&gt;&lt;/div&gt;&lt;/td&gt;&lt;/tr&gt;
&lt;tr&gt;&lt;td colspan=&quot;2&quot; class=&quot;diff-side-deleted&quot;&gt;&lt;/td&gt;&lt;td class=&quot;diff-marker&quot; data-marker=&quot;+&quot;&gt;&lt;/td&gt;&lt;td style=&quot;color: #202122; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #a3d3ff; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;div&gt;&lt;ins style=&quot;font-weight: bold; text-decoration: none;&quot;&gt; &lt;/ins&gt;&lt;/div&gt;&lt;/td&gt;&lt;/tr&gt;
&lt;tr&gt;&lt;td colspan=&quot;2&quot; class=&quot;diff-side-deleted&quot;&gt;&lt;/td&gt;&lt;td class=&quot;diff-marker&quot; data-marker=&quot;+&quot;&gt;&lt;/td&gt;&lt;td style=&quot;color: #202122; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #a3d3ff; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;div&gt;&lt;ins style=&quot;font-weight: bold; text-decoration: none;&quot;&gt; &#039;&#039;&#039;Expertise&#039;&#039;&#039;&lt;/ins&gt;&lt;/div&gt;&lt;/td&gt;&lt;/tr&gt;
&lt;tr&gt;&lt;td colspan=&quot;2&quot; class=&quot;diff-side-deleted&quot;&gt;&lt;/td&gt;&lt;td class=&quot;diff-marker&quot; data-marker=&quot;+&quot;&gt;&lt;/td&gt;&lt;td style=&quot;color: #202122; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #a3d3ff; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;div&gt;&lt;ins style=&quot;font-weight: bold; text-decoration: none;&quot;&gt; If the character has Expertise in a specific Firearm, or gains a feature to (re)load weapons as fast as possible, then they can reload a Clip/magazine based weapon fast enough to allow &#039;&#039;&#039;one quickened shot&#039;&#039;&#039; of the weapon in the same &lt;/ins&gt;Action Frame&lt;ins style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;. Incrementally loaded weapons can also be loaded twice as fast or permit the wielder &lt;/ins&gt;to &lt;ins style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;fire one round in the same action frame as a reload attempt&lt;/ins&gt;.&lt;/div&gt;&lt;/td&gt;&lt;/tr&gt;
&lt;tr&gt;&lt;td class=&quot;diff-marker&quot;&gt;&lt;/td&gt;&lt;td style=&quot;background-color: #f8f9fa; color: #202122; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #eaecf0; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;div&gt;   &lt;/div&gt;&lt;/td&gt;&lt;td class=&quot;diff-marker&quot;&gt;&lt;/td&gt;&lt;td style=&quot;background-color: #f8f9fa; color: #202122; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #eaecf0; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;div&gt;   &lt;/div&gt;&lt;/td&gt;&lt;/tr&gt;
&lt;tr&gt;&lt;td class=&quot;diff-marker&quot; data-marker=&quot;−&quot;&gt;&lt;/td&gt;&lt;td style=&quot;color: #202122; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #ffe49c; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;div&gt;&lt;del style=&quot;font-weight: bold; text-decoration: none;&quot;&gt; It is recommended to make each a Quickened action by using the Metaphor Component &#039;&#039;&#039;Optimise&#039;&#039;&#039;. Since Unload and Reload are part of the same action, both will be affected at the same time. Doing so allows one to unload and reload a weapon in a single frame, saving time.&lt;/del&gt;&lt;/div&gt;&lt;/td&gt;&lt;td colspan=&quot;2&quot; class=&quot;diff-side-added&quot;&gt;&lt;/td&gt;&lt;/tr&gt;
&lt;tr&gt;&lt;td class=&quot;diff-marker&quot; data-marker=&quot;−&quot;&gt;&lt;/td&gt;&lt;td style=&quot;color: #202122; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #ffe49c; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;div&gt;&lt;del style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;&lt;/del&gt;&lt;/div&gt;&lt;/td&gt;&lt;td colspan=&quot;2&quot; class=&quot;diff-side-added&quot;&gt;&lt;/td&gt;&lt;/tr&gt;
&lt;tr&gt;&lt;td class=&quot;diff-marker&quot;&gt;&lt;/td&gt;&lt;td style=&quot;background-color: #f8f9fa; color: #202122; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #eaecf0; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;div&gt;==Parts and Attachments==&lt;/div&gt;&lt;/td&gt;&lt;td class=&quot;diff-marker&quot;&gt;&lt;/td&gt;&lt;td style=&quot;background-color: #f8f9fa; color: #202122; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #eaecf0; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;div&gt;==Parts and Attachments==&lt;/div&gt;&lt;/td&gt;&lt;/tr&gt;
&lt;tr&gt;&lt;td class=&quot;diff-marker&quot;&gt;&lt;/td&gt;&lt;td style=&quot;background-color: #f8f9fa; color: #202122; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #eaecf0; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;div&gt;  Firearms, particularly modern ones, are designed to allow a range of attachments and part upgrades to make them function better. The attachments and components work similarly to how &amp;#039;&amp;#039;&amp;#039;Metaphor Components&amp;#039;&amp;#039;&amp;#039; enhance a Metaphor, they add to or modify how a Firearm works in the effort to make it more powerful.&lt;/div&gt;&lt;/td&gt;&lt;td class=&quot;diff-marker&quot;&gt;&lt;/td&gt;&lt;td style=&quot;background-color: #f8f9fa; color: #202122; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #eaecf0; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;div&gt;  Firearms, particularly modern ones, are designed to allow a range of attachments and part upgrades to make them function better. The attachments and components work similarly to how &amp;#039;&amp;#039;&amp;#039;Metaphor Components&amp;#039;&amp;#039;&amp;#039; enhance a Metaphor, they add to or modify how a Firearm works in the effort to make it more powerful.&lt;/div&gt;&lt;/td&gt;&lt;/tr&gt;
&lt;/table&gt;</description>
			<pubDate>Thu, 26 Mar 2026 14:00:41 GMT</pubDate>
			<dc:creator>AlienOvan</dc:creator>
			<comments>https://metaforce.magicwindowstudios.com/wiki/index.php?title=Talk:Firearms</comments>
		</item>
		<item>
			<title>Firearms</title>
			<link>https://metaforce.magicwindowstudios.com/wiki/index.php?title=Firearms&amp;diff=548&amp;oldid=0</link>
			<guid isPermaLink="false">https://metaforce.magicwindowstudios.com/wiki/index.php?title=Firearms&amp;diff=548&amp;oldid=0</guid>
			<description>&lt;p&gt;Created page with &amp;quot;&amp;lt;center&amp;gt;  &amp;#039;&amp;#039;&amp;#039;Firearms&amp;#039;&amp;#039;&amp;#039; refers to the weapon type and the Combat &lt;a href=&quot;/wiki/index.php?title=Metaphor&quot; title=&quot;Metaphor&quot;&gt;Metaphor&lt;/a&gt; in order to use them effectively. This article explains the weapon type and the rules surrounding their use. They are ranged weapons that use combustion to fire projectiles at high speeds, causing &amp;#039;&amp;#039;&amp;#039;high damage&amp;#039;&amp;#039;&amp;#039; and penetration on hit. They are typically found in &amp;#039;&amp;#039;&amp;#039;Modern&amp;#039;&amp;#039;&amp;#039; settings, though more primitive forms can be found in Fantasy settings as well.  ==Weapon Design== {| class=&amp;quot;wikitab...&amp;quot;&lt;/p&gt;
&lt;p&gt;&lt;b&gt;New page&lt;/b&gt;&lt;/p&gt;&lt;div&gt;&amp;lt;center&amp;gt;&lt;br /&gt;
 &amp;#039;&amp;#039;&amp;#039;Firearms&amp;#039;&amp;#039;&amp;#039; refers to the weapon type and the Combat [[Metaphor]] in order to use them effectively. This article explains the weapon type and the rules surrounding their use. They are ranged weapons that use combustion to fire projectiles at high speeds, causing &amp;#039;&amp;#039;&amp;#039;high damage&amp;#039;&amp;#039;&amp;#039; and penetration on hit. They are typically found in &amp;#039;&amp;#039;&amp;#039;Modern&amp;#039;&amp;#039;&amp;#039; settings, though more primitive forms can be found in Fantasy settings as well.&lt;br /&gt;
&lt;br /&gt;
==Weapon Design==&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;text-align:center;&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
| &amp;#039;&amp;#039;&amp;#039;Property&amp;#039;&amp;#039;&amp;#039; || &amp;#039;&amp;#039;&amp;#039;Description&amp;#039;&amp;#039;&amp;#039; || &amp;#039;&amp;#039;&amp;#039;Example&amp;#039;&amp;#039;&amp;#039;&lt;br /&gt;
|-&lt;br /&gt;
| &amp;#039;&amp;#039;&amp;#039;Name&amp;#039;&amp;#039;&amp;#039; || Weapon Name, generic type given unless it is special or sentimental in some way. || Handgun, Shotgun, Revolver, &amp;quot;Marie&amp;quot; (Rifle)&lt;br /&gt;
|-&lt;br /&gt;
| &amp;#039;&amp;#039;&amp;#039;Load/Handedness&amp;#039;&amp;#039;&amp;#039; || One-handed Firearms typically weigh &amp;#039;&amp;#039;&amp;#039;1 load&amp;#039;&amp;#039;&amp;#039;,&amp;lt;br&amp;gt;two-handed tend to be &amp;#039;&amp;#039;&amp;#039;2 load&amp;#039;&amp;#039;&amp;#039; or higher. || One-hand (1L), Two-handed (2L)&lt;br /&gt;
|-&lt;br /&gt;
| &amp;#039;&amp;#039;&amp;#039;Range Increment&amp;#039;&amp;#039;&amp;#039; || Following Range rules, one increment is given for Close and the rest is assumed to be multiples of this value. || 60ft (120ft, 180ft).&lt;br /&gt;
|-&lt;br /&gt;
| &amp;#039;&amp;#039;&amp;#039;Base Damage and Bonus Die&amp;#039;&amp;#039;&amp;#039; || Amount of guaranteed damage and the Bonus die for additional effects, also includes damage type. || 12 + d6 piercing,&amp;lt;br&amp;gt;16 + d8 piercing.&lt;br /&gt;
|-&lt;br /&gt;
| &amp;#039;&amp;#039;&amp;#039;Trigger Limit&amp;#039;&amp;#039;&amp;#039; || Number of times a Firearm can be fired in one [[Action frame]]. Assuming they have ammo to fire. || 1, 2, 3, Auto 3&lt;br /&gt;
|-&lt;br /&gt;
| &amp;#039;&amp;#039;&amp;#039;Max Ammo and Type&amp;#039;&amp;#039;&amp;#039; || Specifies which ammunition is required to fire the weapon, and how much can be loaded at a time. || 12+1 9mm Parabellum Rounds, 6 Magnum Rounds, 1 Rifle Round.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==Rapid Fire / Trigger Limit==&lt;br /&gt;
 Firearms can be fired a number of times in a single Action-Frame up to their &amp;#039;&amp;#039;&amp;#039;Trigger Limit&amp;#039;&amp;#039;&amp;#039;, which serves as the maximum Fire rate for the weapon. The [[appendage]] (hand) pulling the trigger is assumed to be in use as long as the action is resolving the &amp;#039;&amp;#039;&amp;#039;recoil&amp;#039;&amp;#039;&amp;#039; of the Firearm.&lt;br /&gt;
 &lt;br /&gt;
 Normally, the first shot fired in a frame will be at no penalty (Advantage if Proficient, Normal versus an aware opponent). Every shot fired after, but before the next frame will cause the shooter to &amp;#039;&amp;#039;&amp;#039;lose Advantage&amp;#039;&amp;#039;&amp;#039; and then &amp;#039;&amp;#039;&amp;#039;suffer Disadvantage&amp;#039;&amp;#039;&amp;#039; on their subsequent [[attack roll]]s. Some equipment, upgrades and abilities may mitigate this in some way.&lt;br /&gt;
 &lt;br /&gt;
 Because Fire rate is limited by the Trigger limit, Firearms with a limit of 1 can&amp;#039;t be fired more than once per frame. Firearms with a Trigger Limit of &amp;#039;&amp;#039;&amp;#039;Auto X&amp;#039;&amp;#039;&amp;#039; can be fired their maximum amount of times and only lose advantage (instead of Disadvantage) for all subsequent shots.&lt;br /&gt;
 &lt;br /&gt;
 If the shooter is already at Disadvantage when firing their next shot, they suffer a -4 penalty ToHit on their Attack Rolls.&lt;br /&gt;
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==Unload / Reload==&lt;br /&gt;
 The advantage of Firearms is that the ammunition needs less frequent loading than primitive forms of ranged weapon. The means to replenish missing ammo is a more complicated process.&lt;br /&gt;
 &lt;br /&gt;
 All Firearm users have the Action-Activity of &amp;#039;&amp;#039;&amp;#039;Unload&amp;#039;&amp;#039;&amp;#039; when their Firearm has ammunition inside, or an empty clip/magazine. A Firearm that is not loaded gives the activity &amp;#039;&amp;#039;&amp;#039;Reload&amp;#039;&amp;#039;&amp;#039;, which inserts new ammunition into the Firearm and primes it ready to fire. Unload and Reload take an Action-Frame each to resolve.&lt;br /&gt;
 &lt;br /&gt;
 It is recommended to make each a Quickened action by using the Metaphor Component &amp;#039;&amp;#039;&amp;#039;Optimise&amp;#039;&amp;#039;&amp;#039;. Since Unload and Reload are part of the same action, both will be affected at the same time. Doing so allows one to unload and reload a weapon in a single frame, saving time.&lt;br /&gt;
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==Parts and Attachments==&lt;br /&gt;
 Firearms, particularly modern ones, are designed to allow a range of attachments and part upgrades to make them function better. The attachments and components work similarly to how &amp;#039;&amp;#039;&amp;#039;Metaphor Components&amp;#039;&amp;#039;&amp;#039; enhance a Metaphor, they add to or modify how a Firearm works in the effort to make it more powerful.&lt;br /&gt;
 &lt;br /&gt;
 On a character sheet, one can write the information and benefits of a Firearm attachment in lines below the Weapon itself in the Inventory. Parts and Attachments must be fitted and remain fitted to the Firearm to keep their benefits.&lt;br /&gt;
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==Firearms as a Melee Weapon==&lt;br /&gt;
 Though they are not designed to be used as a Melee or Thrown weapon. If a character decides this to be a course of action, a one-handed weapon typically deals 4 + d4 blunt damage when striking or throwing at a target, two-handed weapons deal 6 + d6 blunt.&lt;br /&gt;
 &lt;br /&gt;
 Striking or Throwing Firearms may cause damage to the weapon, and a damaged Firearm may not fire or become unpredictable or dangerous. There is possibility of a Firearm &amp;#039;&amp;#039;&amp;#039;discharging&amp;#039;&amp;#039;&amp;#039; upon striking a surface. Firearms with a &amp;#039;butt&amp;#039; can be safer ways to strike, but ideally one would want to obtain a &amp;#039;&amp;#039;&amp;#039;Metaphor Expertise&amp;#039;&amp;#039;&amp;#039; in the weapon type used to strike, or striking with Firearms in general to avoid dangers present in this activity.&lt;br /&gt;
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==One in the Chamber==&lt;br /&gt;
 Due to the way that Firearms loads ammunition to fire, and the internal compartment that hold them, it is possible to have a single round available to fire even when the Firearm has been &amp;#039;Unloaded&amp;#039;, this is known as &amp;#039;&amp;#039;&amp;#039;One in the Chamber&amp;#039;&amp;#039;&amp;#039;. This can only occur when the Firearm has been fired at least &amp;#039;&amp;#039;&amp;#039;once&amp;#039;&amp;#039;&amp;#039; and has been reloaded before expending all its previous ammo. Not all Firearms benefit from this mechanic.&lt;br /&gt;
 &lt;br /&gt;
 This is why the Max ammo for most firearms will have a &amp;#039;&amp;#039;&amp;#039;+1&amp;#039;&amp;#039;&amp;#039; next to their amount. The base amount is what fits in their clip or magazine, the one round is what is loaded after the Firearm has been fired at least once without expending all ammo.&lt;br /&gt;
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 Assume Firearms &amp;#039;&amp;#039;&amp;#039;without&amp;#039;&amp;#039;&amp;#039; this +1 notation to be incapable of using One in the Chamber.&lt;br /&gt;
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==Bullet Penetration==&lt;br /&gt;
 Firearms are considered to be high-powered, firing high-velocity projectiles that pierce most creatures and objects, even ones with armour. Unless the form of protection is particularly thick or specifically bullet resistant, inadequate armour &amp;#039;&amp;#039;&amp;#039;can&amp;#039;t&amp;#039;&amp;#039;&amp;#039; protect against a Firearm projectile. The defender&amp;#039;s Deflection is ignored and only &amp;#039;&amp;#039;&amp;#039;Evasion&amp;#039;&amp;#039;&amp;#039; counts to mitigate damage and effects.&lt;br /&gt;
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 Furthermore, some Firearms are capable of being &amp;#039;&amp;#039;&amp;#039;Armour-Piercing&amp;#039;&amp;#039;&amp;#039;, which allows them to deal damage through bullet resistance (up to the damage reduced by such resistances). Even with this said, substantial &amp;#039;&amp;#039;&amp;#039;cover&amp;#039;&amp;#039;&amp;#039; and thick surfaces will still stop bullets and surfaces that block bullets will do so without excessive damage to itself.&lt;br /&gt;
&amp;lt;/center&amp;gt;&lt;br /&gt;
[[Category:Mechanics]] [[Category:Metaphors]]&lt;/div&gt;</description>
			<pubDate>Wed, 25 Mar 2026 12:16:16 GMT</pubDate>
			<dc:creator>AlienOvan</dc:creator>
			<comments>https://metaforce.magicwindowstudios.com/wiki/index.php?title=Talk:Firearms</comments>
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