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Firearms Guide

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Overview

Carrying a firearm in Everwinter is a narrative privilege that enriches roleplay scenes when used responsibly. Every shot should carry weight. Every draw should raise stakes. This guide outlines how to earn and maintain armed status, which weapons are allowed, and how to use them in a way that deepens story, not ends it.

Earning Armed Status

Minimum Requirements:

  • Chapters: Complete at least 5 chapters.
  • Signal Boost: Achieve at least 50% signal strength.
  • Pulse Boost: Achieve at least 50% pulse strength.

How to Earn Chapters, Signal & Pulse:

Engage actively in roleplay:

  • Participate in immersive scenes with other players.
  • Work and roleplay around jobs.
  • Engage in recovery, medical roleplay, or detainment.
  • Maintain consistent presence in-world.

Checking Eligibility:

  • Your eligibility status is clearly displayed on the Story HUD.
  • Once eligible, apply through a weapons dealer in the city or Wastes.

Confirming Armed Status:

  • Your Character Card clearly shows your armed status — ensure it’s always attached.

Weapon Access Tiers

Weapons are tiered by setting and narrative weight. The city enforces order. The Wastes demand survival.

Tier 1: Standard Firearms (No Admin Approval Needed)

Usable with concealed carry in the city and open carry in the Wastes.

  • Semi-Automatic Pistols (e.g., Glock-style, M9 cyber variants)
  • Revolvers (e.g., rusted .357s, snub-nosed magnums)
  • Shotguns (e.g., sawed-off doubles, retro-futuristic pump-actions)

Great for character defense, close-quarters conflict, and escalating tense moments.

Tier 2: Restricted Firearms (Admin Approval Required in City; Allowed in Wastes)

These weapons require approval for city use but are freely permitted in the Wastes, where larger threats and longer-range survival justify their use.

  • Submachine Guns (SMGs) (e.g., Tek-9s, Uzi-style compact automatics)
  • Assault Rifles (e.g., cyber-modded M4s, scavenged AKs)
  • Sniper Rifles (e.g., long-range optics, techno-hunter rifles)
  • Machine Guns (bulky, suppressive, reserved for fortified faction use)

Special Ammunition & Gear:

  • Armor-Piercing Rounds: Only allowed in faction-approved arcs. Never usable against typical characters or for one-sided combat advantages.
  • Non-Lethal/Utility Weapons: Energy tasers, tear gas, and launcher-based tools are approved for Rescue Ops and law enforcement under faction rules.

Forbidden Firearms:

These are immersion-breaking or overpowered for standard RP.

  • Explosives: Rocket launchers, grenade launchers, or any explosive weapon.
  • Oversized or Genre-Breaking Weapons: Miniguns, handheld cannons, or anything too extreme for cyberpunk/post-apocalyptic realism.
  • Unlisted Weapons: If it’s not in the guide and hasn’t been adapted for the setting, it’s not allowed without approval.

Using Firearms in Roleplay

Core Principles:

  • Use Sparingly: Firearms should add narrative tension—not end scenes prematurely.
  • Narrative Impact: Aim for immersive storytelling, not simply “winning.”
  • Respect Limits: Avoid forcing outcomes; communicate OOC to ensure narrative cooperation.
  • Balance: Drawing a weapon doesn’t mean it must be fired. Offer narrative opportunities for non-lethal outcomes.

Drawing & Firing:

  • Always activate your HUD’s “Armed” status before entering scenes with a firearm.
  • Do not enter a scene with a gun already drawn unless explicitly agreed upon.
  • Follow the two-step rule:
    1. Draw your firearm and clearly emote your character’s actions.
    2. Aim and fire in a separate, detailed emote.

Limit: Two shots maximum per emote.

Example:

The figure appeared behind the shattered doorway, his hand calmly reaching beneath his coat to grip the pistol handle. With a tense breath, he raised it steadily, aiming at the approaching scavenger.

The scavenger froze mid-step, slowly reaching towards their own belt. “Easy now,” he murmured, hands visibly trembling.

Seeing hesitation, the figure adjusted his aim slightly upward, “You don’t need to die today. Walk away.” His finger rested cautiously on the trigger, muscles tense.

IC Realism:

  • Open carry is prohibited within city walls. Concealed carry is advised.
  • Expect realistic IC consequences, including confiscation, detainment, or faction penalties for violations.

City Carry vs. Wastes Carry

In the City: Concealed Carry Only

Weapons must remain hidden unless part of a sanctioned faction operation.
Why?

  • Everwinter’s city is under constant surveillance and pressure from multiple factions.
  • Public displays of force destabilize street-level roleplay and immersion.
  • Discretion mirrors the cyberpunk genre—where power is often invisible until it’s too late.

Violations may result in:

  • Confiscation by Civil Authority
  • Detainment
  • Loss of Armed status for repeat offenses

In the Wastes: Open Carry Encouraged

Beyond the city walls, survival is the priority. Long rifles, visible sidearms, and heavy gear are expected.

  • Open carry is allowed and encouraged.
  • Restricted weapons (shotguns, rifles, SMGs) may be freely used for survival RP.
  • Expect environmental hazards, creature threats, and conflict with other survivors or factions.

Maintaining Armed Status

  • If your firearm is confiscated twice within 30 days with the Civil Authority, your armed status will be temporarily suspended.
  • Continual disregard for these guidelines can result in permanent revocation.
  • Be discreet, immersive, and responsible with firearm use to maintain your privilege.