Class: Bounty Killer

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7.Trap Shot: Must have level 2 spell in your combo slot. Fires a magic trap, either at or near where you aiming. Trap will keep enemy from leaving a certain area. Trap extend to a ten foot diameter, but size can be extended with a higher lvl spell by 5 steps per lvl. Any target that attempt to leave trap will be damaged for 1/6 health and marked. Leaving trap requires moves relative to the power of spell needed to make it. Traps can be cursed, or exist in the same area as a hex. Cost:3 moves, 2 bullets, 1 spell.

8.Marked: Shoot a target with magic residue, created from a spell. Target can only cast this spell type or they will receive damage of ½ of the damage of spell per lvl. Target is fully visible at night. All allies able to cast spell that resonates with magic residue can detect target while holding spell.
Cost:2 bullets, 1 Spell, Comines with magic scope

9.Hot Barrel: If you have magic scope active, and a completely empty clip You can change the form of your weapon. This will cause your weapon to become enchanted in this form, so long as it stays in this weapon mode. Enchant level is relative to the scope magic lvl used, but will gain power the more you attack and defend.
Cost: must have active magic scope

Special Moves

1.Deadly Thunder: If you activated a x3 magic scope, you can activate deadly thunder. This makes it so every time you fire your weapon you create a shock wave of magic that pushes enemy's away from you. Will apply secondary effect of magic to any target effected.
Cost: 4 moves &lvl 3 scope

2.Vicious hail: If you have enemies cough in a trap, and have a level 3 active magic scope. You can unload you clip into a single shot that will rain down bullets on your enemy's. This attack will unload 18 shots into the area, these shots can be blocked but not dodged. They can also be dispelled, that cause critical spell damage. Bullets hit all at once, so not have to be aimed at trap. You can choose the size of the area of effect. But it must be more than 5 steps wide. Choose how many shots eat targets out of eighteen.
Cost: 4 movez, lvl 3 or more scope, One full clip.

3.Ignite Trap: If you have an active Scope, lvl 3 and a trap 4 bullets, you can spend both to Ignite a trap into an area of spell damage. Doing this will push everyone outside of the trap and cause wound in the for of a magic effect.
Magic Wound- this causes an effect that makes it cost twice as much to cast any magic spells. Cannot cast spells on self and can only cast on others Every spell you are effected with does x3 the damage. Reduces you moves for the other turns by half. Must stand still for turns to end this effect.
Cost:4moves, lvl 3 scope, 4 bullets.

4.Mark of Agony: If you have marked three or more opponents, you can spend three shots to hit them with a mark of agony. The mark of agony will link the damage taken between these targets magically. This includes melee, magic, bullets, and second effect damage. This only activates when one marked target is hit with the magic shot that initiates this effect, this can be blocked or dodged. Does only 1/3 damage.
Cost: 4 moves 3 bullets

5.Mark of the Betrayer: If you have enemy's that have been marked with different magic marks then you can activate this ability. This allows you to fire a magic blast out of one of these targets and into another with the damage equal to a targets held weapon. Must have an active magic scope. And have a target scanned. Blast can be augmented with pierce . Gain more power if marked target has summoned a spell. Is a parasitic attack.
Cost: 4 moves, magic scope, one pierce round

6.Mirror Shot: Create a decoy of yourself out of a weapon, and magic. Decoy can be exploded into mark effects, or cast spells, and scan targets. Decoy is created from a weapon or item, and will drop this weapon or item if destroyed. Decoy takes your place, but disguises your position cannot move real self while active. Can be summoned at different levels.
Cost: 1 health point lvl1,2health lvl2, 3health lvl3, 4 health lvl 4, and an item, weapon or piece of armor.

7.Decoy Jump: Create a double that exists only for a moment. This decoy will allow you a boost that will help you jump to the top of tall structures. Decoy will explode immediately after doing this.
Cost: 3 moves 1 health

Super moves
1.Iron Decoy: Must first create a level 4 decoy, and have a full special bar. You can create an iron decoy. Iron Decoy has life equivalent to you. However you must stay hidden in order for iron decoy to sustain existence. The iron decoy can do anything you want it to. It can also perform a Super move known as Deaths Shadow, in witch it uses Reaper mode to cut through, and remove magic affinity's from enemy's and release them in an explosive attack that marks anyone it touches.
Decoy type two, requires that that you sacrifice movements and bullets for two turn in order to allow iron decoy to fire shots that have constant lvl 3 pierce. If you sacrifice a magic affinity decoy will have constant magic shield.

2.Devils Trap: If you have an opponent in a trap, and you enter the trap yourself, Your reaper mode weapon will gain permanent lvl one pierce. You can move anywhere inside the trap instantly to deal or avoid damage. You can reverse space and cause opponents to take their own damage or harm their allies. You can only enter the trap if.
1. Your main weapon is fully loaded and you are willing to sacrifice a weapon mode..
2. You are willing to switch places and health with a target inside the trap. 3. You are willing to sacrifice a magic affinity slot.
4. Sacrifice a weapon and some of your armor.
5. Sacrifice all of your armor.
6. Sacrifice all non main weapons.

3.Pierce Shot: Allows shots to pierce through multiple targets or site obstructions. Lvl 1 pierce will allow bullet to pierce a shield or an object one step thick. Peirce can be stacked indefinitely, but pierce requires sacrifice:
1. Sacrifice a life point to add pierce to a single shot.
2. Sacrifice a lvl 3 spell to add pierce to a clip.
3. Sacrifice a stat point to add x2 pierce to a clip.
4. Sacrifice an item, or a magic casting object, to add peirce x3 to an object.
5. Sacrifice a magic affinity to permanently add pierce to your weapon.
6.Execute: use reaper mode to end the life of an enemy, who's health is below 1/6. Gain back health and something you sacrificed.

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