[FOCI]

High Noon at Midnight
You once crossed paths with a fiery demon, learned a bit of blazecraft from an alchemist, or maybe just always had a special talent for starting fires. That and your love of letting your six shooters bark combine to make you the feared gunfighter that you are today. You might have developed a reputation already as you move between plains and badlands, using your uncanny skills to avenge, promote justice, or just enrich yourself. Whatever the case, it's how you'll acquit yourself when, inevitably, you draw your burning iron.
A six shooter (medium or heavy weapon) and 20 rounds of ammunition.
You graze a target so that their tasks are hindered next round.
The target ignites, taking 2 points of damage from fire each round for three rounds (or until they or an ally use an action to douse the flame).
Your gun blazes with flame for ten minutes, glowing red and discharging a tendril of smoke from the barrel. The flames don’t burn you, but you inflict 1 additional point of damage with the gun while it burns. While the gun burns, it automatically flares when anyone tries to touch you or strike you with a melee attack, dealing 2 points of damage to them. Flames from another source can still hurt you. While your gun smolders, you gain +1 Armor against damage from fire from another source.
Alternate Energy: If you’d prefer another element or energy source, such as ice or necrotic energy, work with your GM to adjust this and related abilities.
You are practiced with guns and suffer no penalty when using one.
If you wish, you can swap one or two abilities gained from your type for one or two of the following. Ask your GM what reloading rules are like for pistols before choosing Reload.
You can spend points from either your Speed Pool or your Intellect Pool to apply Effort to hit a target with a gun or increase the damage inflicted doing so.
When using a weapon that normally requires an action to reload, you can reload and fire (or fire and reload) in the same action.
If you’re ever without your six-shooter, you can summon it (or another just like it) instantly to your hand, already loaded.
Ability Choice: Choose either Meticulous Aim or Quickdraw as your tier 3 ability.
If you spend an action lining up your shot while Smoldering Gun is active, each level of Effort adds 5 points of damage to a successful attack instead of 3. Enabler.
If you act first and your firearm is holstered, you can draw and fire your weapon so blindingly fast that you gain a surprise action against your foe, even if your foe was already aware of your presence (but not if combat has already begun). This doesn’t allow your allies to act with surprise, only you. You have an asset on the attack. On a successful hit, you inflict 2 additional points of damage.
While Smoldering Gun is active, you inflict an additional 3 points of damage with your chosen weapon (+4 points of damage total). In addition to the normal options for using Effort, applying a level of Effort can cause the bullet to explode on impact, potentially dealing damage to all creatures in immediate range of your target; roll an attack for each separately. Even if you miss, you still deal 1 point of damage with fiery lead shrapnel.
Your fired bullet blooms into a fiery forgeborn with a somewhat humanoid appearance that does your bidding for up to ten minutes. (You can’t summon a forgeborn and attack with the same bullet.) After its task is complete, you dismiss the fiery forgeborn as part of another action, or if it is destroyed, it implodes back into a smoldering bullet. Action to initiate.
Ability Choice: Choose either Hot Shot or Never Miss a Shot as your tier 6 ability.
When you hit a target with a gun attack while Smoldering Gun is active, you can choose to reduce the damage by 1 point but gain an additional related effect and/or hit a target in a precise spot. Possible effects include (but are not limited to) the following: • You can ignite a structure (if you succeed on an Intellect-based task against its level). • You can create a flaming message in the sky consisting of a handful of words that lasts for up to a minute. • You can shoot an object out of someone’s hand. • You can shoot the leg, wing, or other limb your target uses to move, reducing their maximum movement speed to immediate for a few days or until they receive expert medical care. • You can shoot a strap holding a backpack, armor, or a similarly strapped-on item so that it falls off.
If you shoot at a target and miss, reroll. If you hit, it’s because your shot ricochets off a nearby surface and actually hits, inflicting 2 fewer points of damage. Each time you reroll the same shot, 2 more points are deducted from the total damage, until the wildly ricocheting shot finally hits its target or the damage amount goes to 0.
Fiery forgeborn: level 4; anyone who tries to touch or strike the forgeborn with a melee attack automatically takes 1 fire damage Spits Fire and Lead
GM Intrusions: Rains douse the flames. The community requires weapons be peace-bonded or confiscated. An ally is shot instead.