Marksman

Flair ⦿

Skills that use a firearm in a suboptimal and inefficient way, but look cool... These sort of acts are exactly the spark that the void spirit saw within these eccentric gun toting maniacs, and is now the method to access a sliver of void magic. Depending on the difficulty and inefficiency of these skills, they can generate anywhere between one to three Flair Tokens, which are the resource necessary for magic.

Space Management ⦿

Can only be activated at specific distances away from opponent/target, alongside requiring a set number of Flair tokens to activate depending on the strength of the ability. The amount of Flair tokens required for a magical ability can be decided by the player, however, as mentioned previously, the number of Flair tokens needed to activate an ability is equivalent to the total power of the ability.

The exact magic of Marksman using Space Management is that of the void spirit, however, in a far reduced form compared to those given to the contractor. Because of this, even with the various restrictions in play, their magic can only ever effect one object or themselves at any point in time. Additionally, their magic can only affect themselves or items the character has on them.

Lastly a Space Management skill can only be activated at the start of the character's turn.

▣ A marksman is inherently 50% more accurate with firearms compared to the average individual (thus the effective range is also increased by 50%)