I've got a player that's playing a wild-west style demon-hunting-gunslinger. I'm trying to write up some practical stunts that fit the flavor. Input/suggestions are welcome.
[-1] Quickdraw: This allows a character to roll guns for alertness to determine who goes first on the first exchange. The character can also draw the weapon that turn without taking a -1 penalty for a supplemental action. If the character loses, he can still roll athletics to get out of the line of fire instead of suffering from mediocre, even in situations where this is normally not available.
[-1] Fan the Hammer: Allows the character to fire off all 6 shots from a revolver in one exchange. (Enables spray attacks from revolver weapons so long as one hand is free)
[-1] Guns Akimbo: Works as Off-Hand Weapon Training (YS 156) but affects the Guns skill instead of Weapons.
You know how to fight more effectively with two guns in hand. Normally, you may only take the damage bonus from one gun on a successful hit; with this stunt, you may add half of the second gun's bonus as well (round up)
[-1] Make a Path: With a bit of practice, the character has learned what inanimate objects can be taken down with the proper application of bullets. The character can use Guns to reduce or raise the border between two zones. This can be something lasting such as shooting the support beams to collapse a section of the roof to gain access, or something temporary such as shooting a rope holding a weight and using it to pull the character to the roof. This can also be used to shoot many types of locks.
___________________________
Also, the character possesses an artifact weapon (rifle of some sort). I was thinking an 1876 Winchester that belonged to Teddy Roosevelt (Hey, weirder stuff has showed up in the Dresdenverse).
[+2] One time discount: It's a rifle and not easily hidden.
[-1] Big Game Hunter: Gives +1 to guns skill and +2 physical stress when shooting at a creature larger than a person
[-1] Sure Shot: The weapon is exceptionally accurate and gives an additional +2 to guns skill after an aiming maneuver has been performed for a total of +4.
[-1] Big Stick: At some point, the weapon has been blessed by the Church and if used as a melee weapon, counts as a holy item. Anything that would normally be repelled or take extra damage does so after direct physical contact with this gun.
Also, as a freebie, a limited supply of blessed silver bullets which basically add the Big Stick power to the bullets the gun fires. The priest that made the bullets has since died, taking with him the secret of their manufacture.