Defaults: None.

This skill lets you quickly draw a weapon from its holster, sheath, or hiding place. A successful roll means you ready the weapon instantly. This does not count as a combat maneuver; you can use the weapon to attack on the same turn. On a failure, you ready
your weapon normally but may do nothing else on your turn. A critical failure means you drop the weapon!

You must specialize in one of these weapon types: Force Sword, Knife, Long Arm (rifle, shotgun, submachine gun, etc.), Pistol, Sword (any one-handed blade larger than a knife), or Two-Handed Sword. The GM may add Fast-Draw skills for other weapons (or even tools) that one could reasonably draw quickly.

In addition to the above specialties, there are two Fast-Draw skills that allow you to reload missile weapons quickly:

Fast-Draw (Arrow): Lets you ready a single arrow, bolt, or dart instantly. This reduces the time required to reload a bow, crossbow, or blowgun by one second.

Fast-Draw/TL (Ammo): Reduces the time required to reload any kind of gun or beam weapon. The exact benefits depend on your weapon, but a successful roll always shaves at least one second off the reload time. This skill varies greatly with TL! At TL4, it covers powder-and-shot drills; at TL6+, it includes speed-loading techniques for detachable magazines; and at higher tech levels, it involves quickly replacing energy cells and attaching power cables.

For the Arrow and Ammo specialties, failure means you drop the arrow or bolt, or accidentally discard one round of ammunition. On a critical failure, you drop the entire quiver, powder horn, ammo box, magazine, etc., scattering loose ammunition everywhere!

Modifiers: Combat Reflexes (p. 43) gives +1 to all Fast-Draw specialties; Ham-Fisted (p. 138) gives -3 per level.


A Path to Steam jkendall