Guns Guns Guns
Moderators: Immortals, Supreme Beings, Old Ones
Guns Guns Guns
Okay, it took a while to iron out all the details for these bad boys, but here they are at last. Gun Martial Art Styles for N&S. Broken WAY down into multiple parts because there's a lot of stuff.
NOTE: All of the following gun styles use their superior level advancement bonuses in place of the weapon proficiency bonuses for modern weapons.
Biathlon
Entrance Requirements: No Alignment Restrictions. Requires a Minimum P.E. of 10 and Spd of 12.
Skill Cost: 8 Years (4 Years as a Secondary Martial Art Style)
The biathlon is a winter sport combining rifle marksmanship with cross-country skiing. Based on World War II military ski patrols, this sport made its debut at the Winter Olympics in 1960. Biathletes carry a single-shot rifle and travel on skis over differing courses of 7.5 km, 15 km or a 4x7.5km relay. Scattered through the course are four target stops, two of which are typically prone shoots at 9.8in (25cm) targets 820ft (250m) away and two of which are standing shoots at 19.7in (50cm) targets 328ft (100m) away. Certain courses have slightly different shooting requirements. Each shoot requires the bi-athlete to fire five rounds at the target, with 2 minutes added to the shooter's time for each miss and one minute added for missing the bull's eye. This style stresses quick and accurate rifle shooting, combined with cross-country skiing.
Costume: Typically wears custom sports clothing, in colors representing the character’s nation.
Stance: Athletes in the Biathlon specialize in firing from prone or standing positions.
CHARACTER BONUSES
Add +2 to P.E.
Add +4 to Spd.
COMBAT SKILLS
Attacks per Melee: 4
Escape Moves: Roll with Punch/Fall/Impact
Attack Moves: None.
Basic Defense Moves: Automatic Parry, Dodge, Parry.
Advanced Defense Moves: None.
Hand Attacks: Strike (Punch)
Basic Foot Attacks: Kick Attack
Jumping Foot Attacks: None.
Special Attacks: Aimed Shot, Called Strike.
Holds/Locks: None.
Weapon Kata : W.P. Rifle.
Modifiers to Attack : Critical Strike
SKILLS INCLUDED IN TRAINING
Martial Art Powers : None. This style offers no Martial Art Powers or Abilities.
Physical : Skiing (Cross-Country)
Weapon Proficiencies : W.P. Rifle
Philosophical Training : Sportsmanship.
If this is your Primary Martial Art then the following other styles can be learned in a shorter time: None.
LEVEL ADVANCEMENT BONUSES
1st : +3 to Strike with Aimed Shot, +1 to Roll with Punch/Fall/Impact.
2nd : +2 to Parry/Dodge.
3rd : +1 to Strike with Aimed Shot.
4th : +1 Attack per Melee, +1 to Roll with Punch/Fall/Impact.
5th : +1 to Strike with Aimed Shot.
6th : Called Strike on a Natural 20.
7th : +1 to Strike with Aimed Shot.
8th : +1 Attack per Melee, +1 to Roll with Punch/Fall/Impact.
9th : +1 to Strike with Aimed Shot.
10th : +1 to Parry/Dodge.
11th : +1 to Strike with Aimed Shot, +1 Attack per Melee.
12th : Called Strike on a Natural 19 or 20.
13th : +1 to Strike with Aimed Shot.
14th : +1 Attack per Melee, +1 to Roll with Punch/Fall/Impact.
15th : +1 to Strike with Aimed Shot.
Why Study Biathlon?
Provides excellent physical training as well. Relatively few special skills. Like most weapon styles, this style can be used without weapons but it loses a great deal of its effectiveness. Relatively weak in physical combat.
Close Quarter Battle
Entrance Requirements: No Alignment Restrictions. Requires a Minimum M.E. of 12.
Skill Cost: 9 Years (7 Years as a Secondary Martial Art Style)
Close Quarter Battle (CQB, also called Close Quarter Combat) is a term used to describe the physical engagement of a threat in a close or confined environment. The term is used by military, law enforcement and martial arts groups all over the world. While the situation has been present for armies for centuries, it was only in the 20th century that it studied and codified with regards to creating an effective fighting system that a person could be taught.
Close Quarter Combat's aim is to incapacitate or neutralize an enemy in a minimum amount of time using any and all means necessary. Organizations making use of CQB care little about the origins of the tactics and techniques, but rather about the effectiveness of those techniques and tactics. Combat training stresses unarmed combat, improvised weapons, knife training, and firearms usage in close quarters. Unarmed and weapon techniques and tactics are integrated in such a way that each is taught equally without favoring one method of combat over another. Tactics covered include building entry, building-clearing methods, building searches, control methods, individual and small team tactical movement, threat assessment, and weapon emplacement.
Costume: Typically urban camouflage fatigues or all black fatigues marked with the unit’s identification, tactical vest and/or body armor, kevlar helmet with built in communications gear, and durable combat boots.
Stance: None, though pistol shooting may be performed with the standard Weaver stance. Feet are in a boxer’s stance with the gun foot to the rear and the knees locked. The support arm is sharply bent with the elbow tucked in to the body and pointing toward the ground. Gun arm pushes out as support arm pulls in. The head might be tipped down or to the side to see the sights.
CHARACTER BONUSES
Add +1 to P.P.
Add +1 to P.E.
Add +4 to Spd.
Add +2D6 S.D.C.
COMBAT SKILLS
Attacks per Melee: 5
Escape Moves: Roll with Punch/Fall/Impact
Attack Moves: Leap, Roll, Somersault
Basic Defense Moves: Automatic Parry, Dodge, Parry.
Advanced Defense Moves: Automatic Dodge.
Hand Attacks: Strike (Punch), Fingertip Attack, Palm Strike, Hammer Fist.
Basic Foot Attacks: Kick Attack, Snap Kick, Tripping/Leg Hook
Jumping Foot Attacks: None.
Special Attacks: Aimed Shot, Burst, Butt Stroke (2D4 damage), Body Block/Tackle, Body Flip/Throw, Knee, Elbow, Forearm, Headbutt.
Holds/Locks: Wrist Lock, Arm Lock, Neck Hold, Leg Hold.
Weapon Kata (Pick Four): W.P. Automatic Pistol, W.P. Submachine Gun, W.P. Assault Rifle, W.P. Shotgun, W.P. Grenade Throwing, W.P. Knife, W.P. Blunt.
Modifiers to Attack : Critical Strike, Critical Strike from Behind.
SKILLS INCLUDED IN TRAINING
Martial Art Powers : None. This style offers no Martial Art Powers or Abilities.
Cultural: Tactics
Physical : Climbing
Weapon Proficiencies : W.P. Automatic Pistol, W.P. Submachine Gun, W.P. Assault Rifle, W.P. Shotgun, W.P. Grenade Throwing, W.P. Knife, W.P. Blunt.
Philosophical Training : None.
If this is your Primary Martial Art then the following other styles can be learned in a shorter time: None.
LEVEL ADVANCEMENT BONUSES
1st : +3 to Strike with Aimed Shot, +1 to Strike with Bursts, +1 to Dodge/Parry, +1 to Holds, Critical Strike from Behind
2nd : Double Tap, +1 to Body Flip/Throw
3rd : +1 Attack per Melee, +1 to Strike with Aimed Shot
4th : Pinning Fire, +1 to Roll with Punch/Fall/Impact
5th : +1 to Dodge, +1 to Holds
6th : Walking Aim, +1 to Strike with Aimed Shot
7th : +1 Attack per Melee, +1 to Strike with Bursts
8th : Snap Shot, +1 to Roll with Punch/Fall/Impact
9th : +1 to Dodge/Parry, +1 to Strike with Aimed Shot
10th : Rapid Load, +1 to Holds
11th : +1 to Dodge/Parry, +1 to Strike with Aimed Shot
12th : Aimed Burst, +1 to Roll with Punch/Fall/Impact
13th : +1 Attack per Melee, +1 to Strike with Bursts
14th : +1 to Dodge/Parry, +1 to Body Flip/Throw
15th : Blind Shooting, +1 to Strike with Aimed Shot
Why Study Close Quarter Battle?
It's quite useful because you can't carry a larger weapon most places and is good against multiple attackers who are in hand to hand range. A student of this style will become faster and more powerful, and he will be able to fully defend himself in many situations (though for lower level students multiple attackers could be a problem). Possibly the most aggressive of all martial arts, but at the same time one of the most dangerous. Totally weak on the Internal/Mystical end of things, but it is a lot of fun!
Gangsta Style
Entrance Requirements: Limited to Aberrant, Anarchist, Diabolic, and Miscreant Alignments. No Attribute restrictions.
Skill Cost: 4 Years (2 Years as a Secondary Martial Art Style)
This style evolved on the ghetto streets of major cities in the United States. Gangstas are members of gangs from the worst parts of town who are career criminals. These criminals typically engaged in petty (or not-so petty) activities like armed robbery, arson, assault, bank robberies, car-jacking or a full-fledged auto-theft ring and chop-shop, illegal drug manufacturing and distribution, jewelry heists, kidnapping and extortion, mugging, peddle weaponry or other illegal wares, vandalism as well as fighting to "earn respect" and to prove how brave and tough they are. They tend to be direct, using violence, intimidation and hit and run tactics (i.e. drive-by shootings, or hit a store or business fast and hard, grab what they can and go, etc). They tend to be extremely territorial and anybody who gets in their way, on purpose or by accident, gets hurt. Gangstas get their name from the fact that all have their own "colors," a distinctive style of dress, way of talking, insignia or other kind of gimmick that makes them easily recognized. Gangstas are easily influenced by what is perceived through pop media, deriving many of their techniques from watching television and movies.
Costume: Typically wears jeans with no belt that are big enough to drop down on the hips. Brightly colored shirts, leather or sports jackets, bandanas and/or ball caps, five pounds or so worth of gold or fake gold “bling” jewelry, gold capped teeth, sunglasses, top of the line high top sneakers, and other stylish fashion accessories.
Stance: Feet shoulder width apart with gun (or guns) held sideways in front of the shooter. Does not apply when making drive-by attacks.
CHARACTER BONUSES
Add +1 to M.A.
Add +2 to P.B.
Add +5 to S.D.C.
COMBAT SKILLS
Attacks per Melee: 3
Escape Moves: Roll with Punch/Fall/Impact
Attack Moves: Leap, Roll
Basic Defense Moves: Automatic Parry, Dodge, Parry.
Advanced Defense Moves: Multiple Dodge.
Hand Attacks: Strike (Punch)
Basic Foot Attacks: Kick Attack
Jumping Foot Attacks: None.
Special Attacks: Aimed Shot, Burst, Drive-by, Pistol Whip (Does 1D4 damage).
Holds/Locks: None.
Weapon Kata (Pick One): W.P. Automatic Pistol, W.P. Submachine Gun, W.P. Shotgun, W.P. Assault Rifle.
Modifiers to Attack : Critical Strike.
SKILLS INCLUDED IN TRAINING
Martial Art Powers : None. This style offers no Martial Art Powers or Abilities.
Languages: Gangsta Dialect of American English, pick either West Coast or East Coast
Cultural: Streetwise
Physical : Running
Weapon Proficiencies : W.P. Automatic Pistol, W.P. Submachine Gun, W.P. Shotgun, W.P. Assault Rifle.
Philosophical Training : What’s in it for me?
If this is your Primary Martial Art then the following other styles can be learned in a shorter time: None.
LEVEL ADVANCEMENT BONUSES
1st : +3 to Strike with Aimed Shot, +1 to Strike with Bursts, +2 to Roll with Punch/Fall/Impact.
2nd : +2 to Parry/Dodge.
3rd : Ambidextrous Training Complete! Characters can fire with left or right hands with equal facility!
4th : +1 Attack per Melee.
5th : +1 to Strike with Aimed Shot.
6th : +2 to Damage with Pistol Whip.
7th : +1 to Strike with Bursts.
8th : +1 Attack per Melee.
9th : Kick Attack does 1D8 damage.
10th : +1 to Strike with Aimed Shot, +2 to Roll with Punch/Fall/Impact.
11th : +1 to Parry/Dodge.
12th : +1 Attack per Melee.
13th : +2 to Damage with Pistol Whip.
14th : Critical Strike from Behind.
15th : +1 to Strike with Aimed Shot.
Why Study Gangsta Style?
Weapons are very good for defensive and offensive moves. Relatively few special skills. The perfect outdoor martial art. It's more effective than most against non-martial artists but lacks the defenses of most other arts.
Gun Fu (Exclusive)
Entrance Requirements: No Attribute or Alignment Restrictions.
Skill Cost: 18 Years
Gun Fu is the name for the style of hard core shooting enthusiasts. These practitioners are experts with virtually all aspects of weapons; construction, design, maintenance, modification, and repair. Not content with just being thoroughly familiar with weapons, they are also experts with the use of weapons, engaging in sharp shooting, quick draws, trick shots, and lethally accurate round placement. Gun Fu masters can pick up, figure out and use most types of handguns, from small pocket derringers to fully automatic machine pistols. They learn how to use rifles from simple black powder firearms to fully automatic assault rifles. When it comes to the gun, no one knows more about the weapon and how to use it than the Gun Fu master.
Costume: None.
Stance: None.
CHARACTER BONUSES
Add +4 to M.E.
Add +4 to M.A.
Add +4 to P.P.Add +20 to S.D.C.
COMBAT SKILLS
Attacks per Melee: 6
Escape Moves: Roll with Punch/Fall/Impact
Attack Moves: Back Flip, Leap, Roll, Somersault
Basic Defense Moves: Automatic Parry, Dodge, Parry.
Advanced Defense Moves: Automatic Dodge, Combination Parry/Attack, Disarm, Multiple Dodge, Spinning Evasion.
Hand Attacks: Strike (Punch)
Basic Foot Attacks: Kick Attack
Jumping Foot Attacks: None.
Special Attacks: Aimed Shot, Ambidextrous Training, Bursts, Called Strike, Pistol Whip (Does 1D8 damage), Butt Stroke (Does 2D6 damage), Head Shot/Death Blow.
Holds/Locks: None.
Weapon Kata : W.P. Quick-Draw: Handguns & Rifles W.P. Revolver, W.P. Automatic Pistol, W.P. Submachine Gun, W.P. Bolt Action Rifle, W.P. Semi & Fully Automatic Rifles, W.P. Black Powder (general), W.P. Shotgun, W.P. Trick Shooting.
Modifiers to Attack : Critical Strike, Coldcock, Leading.
SKILLS INCLUDED IN TRAINING
Martial Art Powers : Select a total of three (3) Martial Art Powers from among Firearm Martial Art Powers or Weapon Kata.
Cultural: Make & Modify Weapons (From HU2, page 132, only applies to firearms), Recognize Weapon Quality (From HU2, page 132).
Physical : Acrobatics
Weapon Proficiencies : W.P. Quick-Draw: Handguns & Rifles W.P. Revolver, W.P. Automatic Pistol, W.P. Submachine Gun, W.P. Bolt Action Rifle, W.P. Semi & Fully Automatic Rifles, W.P. Black Powder (general), W.P. Shotgun, W.P. Trick Shooting.
Philosophical Training : Perfectionism.
If this is your Primary Martial Art then the following other styles can be learned in a shorter time: None.
LEVEL ADVANCEMENT BONUSES
1st : +3 to Strike with Aimed Shot, +1 to Strike with Bursts, +1 to Dodge/Parry, +2 to Roll with Punch/Fall/Impact.
2nd : +1 to Quick Draw Initiative, +1 to Strike with Bursts, Head Shot/Death Blow on a Natural 20.
3rd : +1 Attack per Melee, +1 to Dodge, Coldcock on a Natural 20.
4th : +1 to Quick Draw Initiative, +1 to Strike with Aimed Shot.
5th : +1 to Pulled Shot, Select One additional Martial Art Power from Firearm Martial Art Powers.
6th : +1 Attack per Melee, +1 to Quick Draw Initiative, +1 to Dodge.
7th : +1 to Strike with Aimed Shot, +1 to Strike with Bursts, +1 to Disarm Shot, +1 additional die of damage with firearm (must have Weapon Kata).
8th : +1 to Quick Draw Initiative, Head Shot/Death Blow on a Natural 19 or 20.
9th : +1 Attack per Melee, +1 to Strike with Aimed Shot, +1 to Dodge/Parry, +1 to Pulled Shot.
10th : +1 to Quick Draw Initiative, Select One additional Martial Art Power from Firearm Martial Art Powers.
11th : +1 to Strike with Aimed Shot, +1 to Dodge, +1 to Disarm Shot.
12th : +1 Attack per Melee, +1 to Quick Draw Initiative.
13th : +1 to Strike with Aimed Shot, +1 to Strike with Bursts, +1 to Pulled Shot.
14th : +1 to Quick Draw Initiative, +1 to Dodge, Head Shot/Death Blow on a Natural 18, 19, or 20.
15th : +1 additional die of damage with firearm (must have Weapon Kata), Select One additional Martial Art Power from Firearm Martial Art Powers.
Why Study Gun Fu?
By focusing on the development of internal powers, and forceful combat moves, this martial art is certainly effective in any attack. Offers the full range of weapons that can be used in conjunction with a martial art. It can be a very effective martial art, but in group situations or against other martial artists, it may fail if the student is not well trained and in prime shape. Best used on non-martial artists.
Gunslinger
Entrance Requirements: No Attribute or Alignment Restrictions.
Skill Cost: 5 Years (3 Years as a Secondary Martial Art Style)
An expert in handguns, quick-drawing and sharpshooting, a Gunslinger is effectively a mercenary for hire who specializes in protection, enforcement (of the law or criminal operations through intimidation and killing) and murder. They are often hired by criminal organizations, wealthy land owners and businessmen, and other groups as an assassin, enforcer, or hit man.
A Gunslinger's two greatest weapons are his handguns and reputation. By training with their handguns in the skills of quick-drawing and sharpshooting, they have improved their weapon skills. By using these improved weapon skills, they develop a reputation which may be used just as much as the guns to end a conflift through intimidation, presence, threat, or any other means. Of course, the gunslinger isn't afraid to use his guns either.
Costume: Likes to wear tinted goggles or sunglasses, quality cowboy hat, set of riding clothes, a rich quality suit (fancy and expensive) for town - Gunslingers tend to be very stylish dressers.
Stance: Feet shoulder width apart, body facing the target. Hands positioned over or near the holster(s) containing the pistol(s) or revolver(s).
CHARACTER BONUSES
Add +2D6+6 to S.D.C.
COMBAT SKILLS
Attacks per Melee: 5
Escape Moves: Roll with Punch/Fall/Impact
Attack Moves: Leap, Roll
Basic Defense Moves: Automatic Parry, Dodge, Parry.
Advanced Defense Moves: Combination Parry/Attack, Disarm.
Hand Attacks: Strike (Punch)
Basic Foot Attacks: Kick Attack
Jumping Foot Attacks: None.
Special Attacks: Aimed Shot, Called Strike, Disarm Shot, Pistol Whip (Does 1D8 damage).
Holds/Locks: None.
Weapon Kata : W.P. Revolver, W.P. Automatic Pistol, W.P. Energy Pistol, W.P. Paired: Pistol & Revolver, W.P. Quick Draw: Hand Guns & Rifles, W.P. Trick Shooting.
Modifiers to Attack : Critical Strike , Pulled Shot.
SKILLS INCLUDED IN TRAINING
Martial Art Powers : None. This style offers no Martial Art Powers or Abilities.
Cultural: Horsemanship.
Weapon Proficiencies : W.P. Revolver, W.P. Automatic Pistol, W.P. Energy Pistol, W.P. Paired: Pistol & Revolver, W.P. Quick Draw: Hand Guns & Rifles, W.P. Trick Shooting.
Philosophical Training : None.
If this is your Primary Martial Art then the following other styles can be learned in a shorter time: None.
LEVEL ADVANCEMENT BONUSES
1st : +4 to Strike with Aimed Shot, +1 to Disarm Shot, +1 to Roll with Punch/Fall/Impact.
2nd : +1 to Quick Draw Initiative, +1 to Dodge/Parry, Reputation (Horror Factor 8 ).
3rd : +1 Attack per Melee, +1 to Pulled Shot.
4th : +1 to Quick Draw Initiative, +1 to Strike with Aimed Shot, Reputation (Horror Factor 9), Called Strike on a Natural 20.
5th : Walking Aim, +1 additional die of damage with firearm (must have Weapon Kata).
6th : +1 to Quick Draw Initiative, +1 to Strike with Aimed Shot, +1 to Roll with Punch/Fall/Impact, Reputation (Horror Factor 10).
7th : +1 Attack per Melee, +1 to Disarm Shot.
8th : +1 to Quick Draw Initiative, , +1 to Dodge/Parry, Reputation (Horror Factor 11).
9th : +1 to Strike with Aimed Shot, Called Strike on a Natural 19 or 20.
10th : +1 to Quick Draw Initiative, +1 to Disarm Shot, Reputation (Horror Factor 12).
11th : +1 Attack per Melee, +1 to Pulled Shot, Rapid Load.
12th : +1 to Quick Draw Initiative, +1 to Strike with Aimed Shot, +1 to Roll with Punch/Fall/Impact, Reputation (Horror Factor 13).
13th : +1 to Dodge/Parry, +1 to Disarm Shot.
14th : +1 to Quick Draw Initiative, +1 to Pulled Shot, Reputation (Horror Factor 14).
15th : +1 Attack per Melee, +1 to Strike with Aimed Shot.
Why Study Gunslinger?
Because of the total lack of mental training, against a chi master or similar opponent, this style is at a disadvantage, but against untrained opponents, it is extremely deadly. The only weakness of the form is against multiple attackers. It tends to be very aggressive, and poor defensively. This style is an extremely deadly art with a weapon.
NOTE: All of the following gun styles use their superior level advancement bonuses in place of the weapon proficiency bonuses for modern weapons.
Biathlon
Entrance Requirements: No Alignment Restrictions. Requires a Minimum P.E. of 10 and Spd of 12.
Skill Cost: 8 Years (4 Years as a Secondary Martial Art Style)
The biathlon is a winter sport combining rifle marksmanship with cross-country skiing. Based on World War II military ski patrols, this sport made its debut at the Winter Olympics in 1960. Biathletes carry a single-shot rifle and travel on skis over differing courses of 7.5 km, 15 km or a 4x7.5km relay. Scattered through the course are four target stops, two of which are typically prone shoots at 9.8in (25cm) targets 820ft (250m) away and two of which are standing shoots at 19.7in (50cm) targets 328ft (100m) away. Certain courses have slightly different shooting requirements. Each shoot requires the bi-athlete to fire five rounds at the target, with 2 minutes added to the shooter's time for each miss and one minute added for missing the bull's eye. This style stresses quick and accurate rifle shooting, combined with cross-country skiing.
Costume: Typically wears custom sports clothing, in colors representing the character’s nation.
Stance: Athletes in the Biathlon specialize in firing from prone or standing positions.
CHARACTER BONUSES
Add +2 to P.E.
Add +4 to Spd.
COMBAT SKILLS
Attacks per Melee: 4
Escape Moves: Roll with Punch/Fall/Impact
Attack Moves: None.
Basic Defense Moves: Automatic Parry, Dodge, Parry.
Advanced Defense Moves: None.
Hand Attacks: Strike (Punch)
Basic Foot Attacks: Kick Attack
Jumping Foot Attacks: None.
Special Attacks: Aimed Shot, Called Strike.
Holds/Locks: None.
Weapon Kata : W.P. Rifle.
Modifiers to Attack : Critical Strike
SKILLS INCLUDED IN TRAINING
Martial Art Powers : None. This style offers no Martial Art Powers or Abilities.
Physical : Skiing (Cross-Country)
Weapon Proficiencies : W.P. Rifle
Philosophical Training : Sportsmanship.
If this is your Primary Martial Art then the following other styles can be learned in a shorter time: None.
LEVEL ADVANCEMENT BONUSES
1st : +3 to Strike with Aimed Shot, +1 to Roll with Punch/Fall/Impact.
2nd : +2 to Parry/Dodge.
3rd : +1 to Strike with Aimed Shot.
4th : +1 Attack per Melee, +1 to Roll with Punch/Fall/Impact.
5th : +1 to Strike with Aimed Shot.
6th : Called Strike on a Natural 20.
7th : +1 to Strike with Aimed Shot.
8th : +1 Attack per Melee, +1 to Roll with Punch/Fall/Impact.
9th : +1 to Strike with Aimed Shot.
10th : +1 to Parry/Dodge.
11th : +1 to Strike with Aimed Shot, +1 Attack per Melee.
12th : Called Strike on a Natural 19 or 20.
13th : +1 to Strike with Aimed Shot.
14th : +1 Attack per Melee, +1 to Roll with Punch/Fall/Impact.
15th : +1 to Strike with Aimed Shot.
Why Study Biathlon?
Provides excellent physical training as well. Relatively few special skills. Like most weapon styles, this style can be used without weapons but it loses a great deal of its effectiveness. Relatively weak in physical combat.
Close Quarter Battle
Entrance Requirements: No Alignment Restrictions. Requires a Minimum M.E. of 12.
Skill Cost: 9 Years (7 Years as a Secondary Martial Art Style)
Close Quarter Battle (CQB, also called Close Quarter Combat) is a term used to describe the physical engagement of a threat in a close or confined environment. The term is used by military, law enforcement and martial arts groups all over the world. While the situation has been present for armies for centuries, it was only in the 20th century that it studied and codified with regards to creating an effective fighting system that a person could be taught.
Close Quarter Combat's aim is to incapacitate or neutralize an enemy in a minimum amount of time using any and all means necessary. Organizations making use of CQB care little about the origins of the tactics and techniques, but rather about the effectiveness of those techniques and tactics. Combat training stresses unarmed combat, improvised weapons, knife training, and firearms usage in close quarters. Unarmed and weapon techniques and tactics are integrated in such a way that each is taught equally without favoring one method of combat over another. Tactics covered include building entry, building-clearing methods, building searches, control methods, individual and small team tactical movement, threat assessment, and weapon emplacement.
Costume: Typically urban camouflage fatigues or all black fatigues marked with the unit’s identification, tactical vest and/or body armor, kevlar helmet with built in communications gear, and durable combat boots.
Stance: None, though pistol shooting may be performed with the standard Weaver stance. Feet are in a boxer’s stance with the gun foot to the rear and the knees locked. The support arm is sharply bent with the elbow tucked in to the body and pointing toward the ground. Gun arm pushes out as support arm pulls in. The head might be tipped down or to the side to see the sights.
CHARACTER BONUSES
Add +1 to P.P.
Add +1 to P.E.
Add +4 to Spd.
Add +2D6 S.D.C.
COMBAT SKILLS
Attacks per Melee: 5
Escape Moves: Roll with Punch/Fall/Impact
Attack Moves: Leap, Roll, Somersault
Basic Defense Moves: Automatic Parry, Dodge, Parry.
Advanced Defense Moves: Automatic Dodge.
Hand Attacks: Strike (Punch), Fingertip Attack, Palm Strike, Hammer Fist.
Basic Foot Attacks: Kick Attack, Snap Kick, Tripping/Leg Hook
Jumping Foot Attacks: None.
Special Attacks: Aimed Shot, Burst, Butt Stroke (2D4 damage), Body Block/Tackle, Body Flip/Throw, Knee, Elbow, Forearm, Headbutt.
Holds/Locks: Wrist Lock, Arm Lock, Neck Hold, Leg Hold.
Weapon Kata (Pick Four): W.P. Automatic Pistol, W.P. Submachine Gun, W.P. Assault Rifle, W.P. Shotgun, W.P. Grenade Throwing, W.P. Knife, W.P. Blunt.
Modifiers to Attack : Critical Strike, Critical Strike from Behind.
SKILLS INCLUDED IN TRAINING
Martial Art Powers : None. This style offers no Martial Art Powers or Abilities.
Cultural: Tactics
Physical : Climbing
Weapon Proficiencies : W.P. Automatic Pistol, W.P. Submachine Gun, W.P. Assault Rifle, W.P. Shotgun, W.P. Grenade Throwing, W.P. Knife, W.P. Blunt.
Philosophical Training : None.
If this is your Primary Martial Art then the following other styles can be learned in a shorter time: None.
LEVEL ADVANCEMENT BONUSES
1st : +3 to Strike with Aimed Shot, +1 to Strike with Bursts, +1 to Dodge/Parry, +1 to Holds, Critical Strike from Behind
2nd : Double Tap, +1 to Body Flip/Throw
3rd : +1 Attack per Melee, +1 to Strike with Aimed Shot
4th : Pinning Fire, +1 to Roll with Punch/Fall/Impact
5th : +1 to Dodge, +1 to Holds
6th : Walking Aim, +1 to Strike with Aimed Shot
7th : +1 Attack per Melee, +1 to Strike with Bursts
8th : Snap Shot, +1 to Roll with Punch/Fall/Impact
9th : +1 to Dodge/Parry, +1 to Strike with Aimed Shot
10th : Rapid Load, +1 to Holds
11th : +1 to Dodge/Parry, +1 to Strike with Aimed Shot
12th : Aimed Burst, +1 to Roll with Punch/Fall/Impact
13th : +1 Attack per Melee, +1 to Strike with Bursts
14th : +1 to Dodge/Parry, +1 to Body Flip/Throw
15th : Blind Shooting, +1 to Strike with Aimed Shot
Why Study Close Quarter Battle?
It's quite useful because you can't carry a larger weapon most places and is good against multiple attackers who are in hand to hand range. A student of this style will become faster and more powerful, and he will be able to fully defend himself in many situations (though for lower level students multiple attackers could be a problem). Possibly the most aggressive of all martial arts, but at the same time one of the most dangerous. Totally weak on the Internal/Mystical end of things, but it is a lot of fun!
Gangsta Style
Entrance Requirements: Limited to Aberrant, Anarchist, Diabolic, and Miscreant Alignments. No Attribute restrictions.
Skill Cost: 4 Years (2 Years as a Secondary Martial Art Style)
This style evolved on the ghetto streets of major cities in the United States. Gangstas are members of gangs from the worst parts of town who are career criminals. These criminals typically engaged in petty (or not-so petty) activities like armed robbery, arson, assault, bank robberies, car-jacking or a full-fledged auto-theft ring and chop-shop, illegal drug manufacturing and distribution, jewelry heists, kidnapping and extortion, mugging, peddle weaponry or other illegal wares, vandalism as well as fighting to "earn respect" and to prove how brave and tough they are. They tend to be direct, using violence, intimidation and hit and run tactics (i.e. drive-by shootings, or hit a store or business fast and hard, grab what they can and go, etc). They tend to be extremely territorial and anybody who gets in their way, on purpose or by accident, gets hurt. Gangstas get their name from the fact that all have their own "colors," a distinctive style of dress, way of talking, insignia or other kind of gimmick that makes them easily recognized. Gangstas are easily influenced by what is perceived through pop media, deriving many of their techniques from watching television and movies.
Costume: Typically wears jeans with no belt that are big enough to drop down on the hips. Brightly colored shirts, leather or sports jackets, bandanas and/or ball caps, five pounds or so worth of gold or fake gold “bling” jewelry, gold capped teeth, sunglasses, top of the line high top sneakers, and other stylish fashion accessories.
Stance: Feet shoulder width apart with gun (or guns) held sideways in front of the shooter. Does not apply when making drive-by attacks.
CHARACTER BONUSES
Add +1 to M.A.
Add +2 to P.B.
Add +5 to S.D.C.
COMBAT SKILLS
Attacks per Melee: 3
Escape Moves: Roll with Punch/Fall/Impact
Attack Moves: Leap, Roll
Basic Defense Moves: Automatic Parry, Dodge, Parry.
Advanced Defense Moves: Multiple Dodge.
Hand Attacks: Strike (Punch)
Basic Foot Attacks: Kick Attack
Jumping Foot Attacks: None.
Special Attacks: Aimed Shot, Burst, Drive-by, Pistol Whip (Does 1D4 damage).
Holds/Locks: None.
Weapon Kata (Pick One): W.P. Automatic Pistol, W.P. Submachine Gun, W.P. Shotgun, W.P. Assault Rifle.
Modifiers to Attack : Critical Strike.
SKILLS INCLUDED IN TRAINING
Martial Art Powers : None. This style offers no Martial Art Powers or Abilities.
Languages: Gangsta Dialect of American English, pick either West Coast or East Coast
Cultural: Streetwise
Physical : Running
Weapon Proficiencies : W.P. Automatic Pistol, W.P. Submachine Gun, W.P. Shotgun, W.P. Assault Rifle.
Philosophical Training : What’s in it for me?
If this is your Primary Martial Art then the following other styles can be learned in a shorter time: None.
LEVEL ADVANCEMENT BONUSES
1st : +3 to Strike with Aimed Shot, +1 to Strike with Bursts, +2 to Roll with Punch/Fall/Impact.
2nd : +2 to Parry/Dodge.
3rd : Ambidextrous Training Complete! Characters can fire with left or right hands with equal facility!
4th : +1 Attack per Melee.
5th : +1 to Strike with Aimed Shot.
6th : +2 to Damage with Pistol Whip.
7th : +1 to Strike with Bursts.
8th : +1 Attack per Melee.
9th : Kick Attack does 1D8 damage.
10th : +1 to Strike with Aimed Shot, +2 to Roll with Punch/Fall/Impact.
11th : +1 to Parry/Dodge.
12th : +1 Attack per Melee.
13th : +2 to Damage with Pistol Whip.
14th : Critical Strike from Behind.
15th : +1 to Strike with Aimed Shot.
Why Study Gangsta Style?
Weapons are very good for defensive and offensive moves. Relatively few special skills. The perfect outdoor martial art. It's more effective than most against non-martial artists but lacks the defenses of most other arts.
Gun Fu (Exclusive)
Entrance Requirements: No Attribute or Alignment Restrictions.
Skill Cost: 18 Years
Gun Fu is the name for the style of hard core shooting enthusiasts. These practitioners are experts with virtually all aspects of weapons; construction, design, maintenance, modification, and repair. Not content with just being thoroughly familiar with weapons, they are also experts with the use of weapons, engaging in sharp shooting, quick draws, trick shots, and lethally accurate round placement. Gun Fu masters can pick up, figure out and use most types of handguns, from small pocket derringers to fully automatic machine pistols. They learn how to use rifles from simple black powder firearms to fully automatic assault rifles. When it comes to the gun, no one knows more about the weapon and how to use it than the Gun Fu master.
Costume: None.
Stance: None.
CHARACTER BONUSES
Add +4 to M.E.
Add +4 to M.A.
Add +4 to P.P.Add +20 to S.D.C.
COMBAT SKILLS
Attacks per Melee: 6
Escape Moves: Roll with Punch/Fall/Impact
Attack Moves: Back Flip, Leap, Roll, Somersault
Basic Defense Moves: Automatic Parry, Dodge, Parry.
Advanced Defense Moves: Automatic Dodge, Combination Parry/Attack, Disarm, Multiple Dodge, Spinning Evasion.
Hand Attacks: Strike (Punch)
Basic Foot Attacks: Kick Attack
Jumping Foot Attacks: None.
Special Attacks: Aimed Shot, Ambidextrous Training, Bursts, Called Strike, Pistol Whip (Does 1D8 damage), Butt Stroke (Does 2D6 damage), Head Shot/Death Blow.
Holds/Locks: None.
Weapon Kata : W.P. Quick-Draw: Handguns & Rifles W.P. Revolver, W.P. Automatic Pistol, W.P. Submachine Gun, W.P. Bolt Action Rifle, W.P. Semi & Fully Automatic Rifles, W.P. Black Powder (general), W.P. Shotgun, W.P. Trick Shooting.
Modifiers to Attack : Critical Strike, Coldcock, Leading.
SKILLS INCLUDED IN TRAINING
Martial Art Powers : Select a total of three (3) Martial Art Powers from among Firearm Martial Art Powers or Weapon Kata.
Cultural: Make & Modify Weapons (From HU2, page 132, only applies to firearms), Recognize Weapon Quality (From HU2, page 132).
Physical : Acrobatics
Weapon Proficiencies : W.P. Quick-Draw: Handguns & Rifles W.P. Revolver, W.P. Automatic Pistol, W.P. Submachine Gun, W.P. Bolt Action Rifle, W.P. Semi & Fully Automatic Rifles, W.P. Black Powder (general), W.P. Shotgun, W.P. Trick Shooting.
Philosophical Training : Perfectionism.
If this is your Primary Martial Art then the following other styles can be learned in a shorter time: None.
LEVEL ADVANCEMENT BONUSES
1st : +3 to Strike with Aimed Shot, +1 to Strike with Bursts, +1 to Dodge/Parry, +2 to Roll with Punch/Fall/Impact.
2nd : +1 to Quick Draw Initiative, +1 to Strike with Bursts, Head Shot/Death Blow on a Natural 20.
3rd : +1 Attack per Melee, +1 to Dodge, Coldcock on a Natural 20.
4th : +1 to Quick Draw Initiative, +1 to Strike with Aimed Shot.
5th : +1 to Pulled Shot, Select One additional Martial Art Power from Firearm Martial Art Powers.
6th : +1 Attack per Melee, +1 to Quick Draw Initiative, +1 to Dodge.
7th : +1 to Strike with Aimed Shot, +1 to Strike with Bursts, +1 to Disarm Shot, +1 additional die of damage with firearm (must have Weapon Kata).
8th : +1 to Quick Draw Initiative, Head Shot/Death Blow on a Natural 19 or 20.
9th : +1 Attack per Melee, +1 to Strike with Aimed Shot, +1 to Dodge/Parry, +1 to Pulled Shot.
10th : +1 to Quick Draw Initiative, Select One additional Martial Art Power from Firearm Martial Art Powers.
11th : +1 to Strike with Aimed Shot, +1 to Dodge, +1 to Disarm Shot.
12th : +1 Attack per Melee, +1 to Quick Draw Initiative.
13th : +1 to Strike with Aimed Shot, +1 to Strike with Bursts, +1 to Pulled Shot.
14th : +1 to Quick Draw Initiative, +1 to Dodge, Head Shot/Death Blow on a Natural 18, 19, or 20.
15th : +1 additional die of damage with firearm (must have Weapon Kata), Select One additional Martial Art Power from Firearm Martial Art Powers.
Why Study Gun Fu?
By focusing on the development of internal powers, and forceful combat moves, this martial art is certainly effective in any attack. Offers the full range of weapons that can be used in conjunction with a martial art. It can be a very effective martial art, but in group situations or against other martial artists, it may fail if the student is not well trained and in prime shape. Best used on non-martial artists.
Gunslinger
Entrance Requirements: No Attribute or Alignment Restrictions.
Skill Cost: 5 Years (3 Years as a Secondary Martial Art Style)
An expert in handguns, quick-drawing and sharpshooting, a Gunslinger is effectively a mercenary for hire who specializes in protection, enforcement (of the law or criminal operations through intimidation and killing) and murder. They are often hired by criminal organizations, wealthy land owners and businessmen, and other groups as an assassin, enforcer, or hit man.
A Gunslinger's two greatest weapons are his handguns and reputation. By training with their handguns in the skills of quick-drawing and sharpshooting, they have improved their weapon skills. By using these improved weapon skills, they develop a reputation which may be used just as much as the guns to end a conflift through intimidation, presence, threat, or any other means. Of course, the gunslinger isn't afraid to use his guns either.
Costume: Likes to wear tinted goggles or sunglasses, quality cowboy hat, set of riding clothes, a rich quality suit (fancy and expensive) for town - Gunslingers tend to be very stylish dressers.
Stance: Feet shoulder width apart, body facing the target. Hands positioned over or near the holster(s) containing the pistol(s) or revolver(s).
CHARACTER BONUSES
Add +2D6+6 to S.D.C.
COMBAT SKILLS
Attacks per Melee: 5
Escape Moves: Roll with Punch/Fall/Impact
Attack Moves: Leap, Roll
Basic Defense Moves: Automatic Parry, Dodge, Parry.
Advanced Defense Moves: Combination Parry/Attack, Disarm.
Hand Attacks: Strike (Punch)
Basic Foot Attacks: Kick Attack
Jumping Foot Attacks: None.
Special Attacks: Aimed Shot, Called Strike, Disarm Shot, Pistol Whip (Does 1D8 damage).
Holds/Locks: None.
Weapon Kata : W.P. Revolver, W.P. Automatic Pistol, W.P. Energy Pistol, W.P. Paired: Pistol & Revolver, W.P. Quick Draw: Hand Guns & Rifles, W.P. Trick Shooting.
Modifiers to Attack : Critical Strike , Pulled Shot.
SKILLS INCLUDED IN TRAINING
Martial Art Powers : None. This style offers no Martial Art Powers or Abilities.
Cultural: Horsemanship.
Weapon Proficiencies : W.P. Revolver, W.P. Automatic Pistol, W.P. Energy Pistol, W.P. Paired: Pistol & Revolver, W.P. Quick Draw: Hand Guns & Rifles, W.P. Trick Shooting.
Philosophical Training : None.
If this is your Primary Martial Art then the following other styles can be learned in a shorter time: None.
LEVEL ADVANCEMENT BONUSES
1st : +4 to Strike with Aimed Shot, +1 to Disarm Shot, +1 to Roll with Punch/Fall/Impact.
2nd : +1 to Quick Draw Initiative, +1 to Dodge/Parry, Reputation (Horror Factor 8 ).
3rd : +1 Attack per Melee, +1 to Pulled Shot.
4th : +1 to Quick Draw Initiative, +1 to Strike with Aimed Shot, Reputation (Horror Factor 9), Called Strike on a Natural 20.
5th : Walking Aim, +1 additional die of damage with firearm (must have Weapon Kata).
6th : +1 to Quick Draw Initiative, +1 to Strike with Aimed Shot, +1 to Roll with Punch/Fall/Impact, Reputation (Horror Factor 10).
7th : +1 Attack per Melee, +1 to Disarm Shot.
8th : +1 to Quick Draw Initiative, , +1 to Dodge/Parry, Reputation (Horror Factor 11).
9th : +1 to Strike with Aimed Shot, Called Strike on a Natural 19 or 20.
10th : +1 to Quick Draw Initiative, +1 to Disarm Shot, Reputation (Horror Factor 12).
11th : +1 Attack per Melee, +1 to Pulled Shot, Rapid Load.
12th : +1 to Quick Draw Initiative, +1 to Strike with Aimed Shot, +1 to Roll with Punch/Fall/Impact, Reputation (Horror Factor 13).
13th : +1 to Dodge/Parry, +1 to Disarm Shot.
14th : +1 to Quick Draw Initiative, +1 to Pulled Shot, Reputation (Horror Factor 14).
15th : +1 Attack per Melee, +1 to Strike with Aimed Shot.
Why Study Gunslinger?
Because of the total lack of mental training, against a chi master or similar opponent, this style is at a disadvantage, but against untrained opponents, it is extremely deadly. The only weakness of the form is against multiple attackers. It tends to be very aggressive, and poor defensively. This style is an extremely deadly art with a weapon.
Last edited by Guest on Sat Mar 19, 2005 6:43 am, edited 1 time in total.
Part II of V
Pistol Duelist
Entrance Requirements: Requires a Minimum M.E. of 14 and P.P. of 12. Must be of Honorable Alignment, but tends to be avoid Good alignments.
Skill Cost: 7 Years (5 Years as a Secondary Martial Art Style)
A duel is a fight which takes place between two opponents usually armed with weapons, and in the presence of witnesses, to settle an argument or point of honor. In Roman times, there were the gladiators, who made their way up from ignominy to fame through their individual skill alone. Around 501 AD, trial by battle or judicial duel, was established and came to be the accepted method of settling feuds throughout western Europe. The spread of knighthood led to the development of the duel of chivalry. A strictly enforced code of conduct (the Code Duello) was eventually introduced, from which the duel of honor evolved by the late 15th century. Dueling reached its peak in the mid-17th century, when gentlemen challenged each other to fight on the slightest pretext. In the 18th and early 19th centuries 'hired guns' (typically of the "Old West") wandered about, fighting for glory, or money, or for lack of a better calling in life.
After the initial challenge, each duelist chose a friend, called a second, to witness and assist at the event. Swords, and later pistols, were the most popular weapons employed, though some notable duels occurred involving weapons such as harpoons. Duels did not always result in the death of a combatant; occasionally they were fought to the drawing of blood. Women also engaged in dueling, called "petticoat duels." Entering into this form of conflict are specialists who would sell their prowess at dueling. Often they are loners or even outcasts, disaffected people whose only claim to fame is their reputation with their gun or blade. Though their profession is often illegal, duelists adhere to a code of honor. This code is mostly composed of the strictures of the Code Duello, but duelists, by their very nature have additional interest in maintaining the appearance of honor. They adhere strictly to their contracts and take professional pride in their work. They engage in fair play in combat, not because of any misplaced knightly virtue, but because they consider themselves highly professional and do not stoop to using trickery, sneak attacks, ambushes, or indirect attacks in their line of work.
Costume: Typically wears fine suits of dark-colored clothing without a trace of color with which to give an opponent a target to shoot at.
Stance: Typically stand perpendicular to target, pistol arm pointing straight down at side with the gun muzzle pointed at the grass. The weapon is brought up to shoulder height while aiming at the target when the Duelist has begun.
CHARACTER BONUSES
Add +2 to M.E.
Add +2 to P.P.
Add +10 to S.D.C.
COMBAT SKILLS
Attacks per Melee: 4
Escape Moves: Roll with Punch/Fall/Impact
Attack Moves: None.
Basic Defense Moves: Automatic Parry, Dodge, Parry.
Advanced Defense Moves: Combination Dodge/Attack, Combination Parry/Attack.
Hand Attacks: Strike (Punch)
Basic Foot Attacks: Kick Attack
Jumping Foot Attacks: None.
Special Attacks: Aimed Shot, Called Strike, Pistol Whip (Does 1D6 damage), Head Shot/Death Blow.
Holds/Locks: None.
Weapon Kata (Pick One): W.P. Revolver, W.P. Automatic Pistol, W.P. Energy Pistol. Automatically gets W.P. Quick Draw: Hand Guns & Rifles.
Modifiers to Attack : Critical Strike, Pulled Shot.
SKILLS INCLUDED IN TRAINING
Martial Art Powers : None. This style offers no Martial Art Powers or Abilities.
Cultural: Etiquette
Weapon Proficiencies : W.P. Revolver, W.P. Automatic Pistol, W.P. Energy Pistol, W.P. Paired: Pistol & Revolver, W.P. Quick Draw: Hand Guns & Rifles.
Philosophical Training : Code Duello.
If this is your Primary Martial Art then the following other styles can be learned in a shorter time: None.
LEVEL ADVANCEMENT BONUSES
1st : +1 to Quick Draw Initiative, +4 to Strike with Aimed Shot, +2 to Roll with Punch/Fall/Impact, Called Strike on a 20.
2nd : +1 to Damage with one round, +1 Attack per Melee, +1 to Strike with Burst, +2 to Parry/Dodge.
3rd : +1 to Quick Draw Initiative, +1 to Strike with Aimed Shot, Ambidextrous Training Complete, +1 to Pulled Shot.
4th : +1 to Damage with one round, Walking Aim, Called Strike on a 19 or 20.
5th : +1 to Quick Draw Initiative, +1 to Parry/Dodge, Head Shot Death Blow on a Natural 20.
6th : +1 to Strike with Aimed Shot, +1 to Damage with one round, +1 Attack per Melee, Reputation (Horror Factor 8 ).
7th : +1 to Quick Draw Initiative, +1 to Strike with Burst, Called Strike on a 18, 19, or 20.
8th : +1 to Damage with one round, +1 Attack per Melee, +1 to Roll with Punch/Fall/Imapct, Reputation (Horror Factor 9).
9th : +1 to Quick Draw Initiative, +1 to Strike with Aimed Shot, +1 to Parry/Dodge, +1 to Pulled Shot.
10th : Add one additional die of pistol damage with one round, +1 Attack per Melee, Reputation (Horror Factor 10).
11th : +1 to Quick Draw Initiative, Blind Shooting, Called Strike on a 17, 18, 19, or 20.
12th : +1 to Strike with Aimed Shot, +1 Attack per Melee, +1 to Strike with Burst, Reputation (Horror Factor 11).
13th : +1 to Quick Draw Initiative, +1 to Dodge, Head Shot Death Blow on a Natural 19 or 20.
14th : Add one additional die of pistol damage with one round, +1 Attack per Melee, Reputation (Horror Factor 12).
15th : +1 to Quick Draw Initiative, +1 to Roll with Punch/Fall/Imapct, +1 to Pulled Shot, Called Strike on a 16-20.
Why Study Pistol Duelist?
To join this style is to fully exploit the destructive power of the human body. Fast and deadly with a gun takes on new meaning among these professional killers. A deadly martial art that has the single disadvantage of being dependent on a weapon for effective combat. Weaknesses are a difficulty with multiple attackers and a lack of "internal" training.
Pentathlon
Entrance Requirements: No Alignment Restrictions. Requires a Minimum P.S. 14, P.E. 14, P.P. 12, and Spd. 14.
Skill Cost: 8 Years (4 Years as a Secondary Martial Art Style)
The pentathlon is a five even sport created in 1948 to replace the old Olympic event of the same name. It consists of five military skills--fencing, riding, running, shooting and swimming. The shooting event was originally a 22-caliber pistol shoot from 25 meters at a turning target. Competitors fire 20 shots at 20 targets from a distance of 25 meters with a time limit of 40 seconds for each shot. Fencing is a series of one-touch bouts with epee swords. As in 1912, the fencing portion of the modern pentathlon is a round robin-tournament, with a single touch deciding each match. The swimming event is a free-style race over 200 m. The riding event (equestrian show jumping) included in the modern pentathlon competition involves jumping over hurdles of a maximum height of 1.20m.
The hurdles course has a length of 350 to 450m length, and includes 12 hurdles (15 jumps) with one double and one triple jump. This event consists of a cross-country race conducted on an uneven terrain or on a public road and over a distance of 3 km (3,000 m) for both men and women.
Costume: Typically wears custom sports clothing, in colors representing the character’s nation.
Stance: Standard Weaver Pistol-shooting stance.
CHARACTER BONUSES
Add +2 to P.S.
Add +2 to P.E.
Add +1 to P.P.
Add +4 to Spd
Add +1D10 to S.D.C.
COMBAT SKILLS
Attacks per Melee: 4
Escape Moves: Roll with Punch/Fall/Impact
Attack Moves: None.
Basic Defense Moves: Automatic Parry, Dodge, Parry.
Advanced Defense Moves: None.
Hand Attacks: Strike (Punch)
Basic Foot Attacks: Kick Attack
Jumping Foot Attacks: None.
Special Attacks: Aimed Shot, Called Strike.
Holds/Locks: None.
Weapon Kata : W.P. Automatic Pistol, W.P. Epee (Short Sword).
Modifiers to Attack : Critical Strike.
SKILLS INCLUDED IN TRAINING
Martial Art Powers : None. This style offers no Martial Art Powers or Abilities.
Cultural: Horsemanship
Physical : Fencing, Long Distance Running, Swimming
Weapon Proficiencies : W.P. Automatic Pistol, W.P. Epee (Short Sword).
Philosophical Training : Sportsmanship
If this is your Primary Martial Art then the following other styles can be learned in a shorter time: None.
LEVEL ADVANCEMENT BONUSES
1st : +3 to Strike with Aimed Shot, +1 to Roll with Punch/Fall/Impact.
2nd : +2 to Parry/Dodge.
3rd : +1 to Strike with Aimed Shot.
4th : +1 Attack per Melee, +1 to Roll with Punch/Fall/Impact.
5th : +1 to Strike with Aimed Shot.
6th : Called Strike on a Natural 20.
7th : +1 to Strike with Aimed Shot.
8th : +1 Attack per Melee, +1 to Roll with Punch/Fall/Impact.
9th : +1 to Strike with Aimed Shot.
10th : +1 to Parry/Dodge.
11th : +1 to Strike with Aimed Shot, +1 Attack per Melee.
12th : Called Strike on a Natural 19 or 20.
13th : +1 to Strike with Aimed Shot.
14th : +1 Attack per Melee, +1 to Roll with Punch/Fall/Impact.
15th : +1 to Strike with Aimed Shot.
Why Study Pentathlon?
Provides excellent physical training as well. On the other hand, it's not very aggressive. A sound body is the perfect weapon, why should this style offer any mind-oriented abilities? A character with this training and the right weapons is a deadly threat.
Sniper
Entrance Requirements: No Alignment Restrictions. Requires a Minimum M.E. of 14.
Skill Cost: 6 Years (4 Years as a Secondary Martial Art Style)
The word Sniper comes from a play on words by British soldiers in India as early as 1773. Here troops hunted the Snipe, a small, quick bird that was difficult to shoot. Successful shooters were dubbed Snipers. However it was the German Army of World War 1 that first to coined the term "Sniper" for military use. Meanwhile, the Soviet army first made use of two-man sniper teams in 1930.
Sniper training focuses on several basic tasks to perform the mission of sniping. Snipers are trained to accurately estimate ranges, endure long periods of waiting, make use of cover, concealment, and camouflage as well as maps, sketches, aerial photos, and the compass, move quietly to avoid detection, recognize enemy personnel quickly and search, observe and identify key features of shooting areas. A sniper is not a person who randomly shoots people, they wait patiently for the pefect opportunity to fire at a target. The Sniper's main philosophy is "one shot, one kill." While more than one round may be needed to neutralize a target, snipers train to eliminate their targets with as few rounds as possible.
Costume: Typically wears camouflage fatigues and/or a custom ghillie suit.
Stance: Typically prone or kneeling/sitting with the weapon braced on an object.
CHARACTER BONUSES
Add +3 to M.E.
Add +2 to P.P.
Add +1 to P.E.
COMBAT SKILLS
Attacks per Melee: 2
Escape Moves: Roll with Punch/Fall/Impact
Attack Moves: None.
Basic Defense Moves: Automatic Parry, Dodge, Parry.
Advanced Defense Moves: None.
Hand Attacks: Strike (Punch)
Basic Foot Attacks: Kick Attack
Jumping Foot Attacks: None.
Special Attacks: Aimed Shot, Called Strike, Double Tap, Butt Stroke (Does 1D10 damage), Head Shot/Death Blow, Leading.
Holds/Locks: None.
Weapon Kata : W.P. Bolt-Action & Semi-Automatic Rifle.
Modifiers to Attack : Critical Strike, Pulled Shot
SKILLS INCLUDED IN TRAINING
Martial Art Powers : None. This style offers no Martial Art Powers or Abilities.
Cultural: Camouflage, Military Intelligence, Sniper (bonuses already factored into style).
Physical : Climbing, Prowl, Swimming
Survival: Land Navigation, Wilderness Survival
Weapon Proficiencies : W.P. Bolt-Action & Semi-Automatic Rifle.
Philosophical Training : None.
If this is your Primary Martial Art then the following other styles can be learned in a shorter time: None.
LEVEL ADVANCEMENT BONUSES
1st : +3 to Strike with Aimed Shot, +1 to Parry/Dodge, +2 to Roll with Punch/Fall/Impact, Called Strike on a 20.
2nd : +2 Attacks per Melee, +2 to Strike with Aimed Shot.
3rd : +1 to Pulled Shot, Head Shot/Death Blow on a Natural 20.
4th : +1 to Strike with Aimed Shot, Called Strike on a 19 or 20.
5th : +1 to Parry/Dodge, +1 to Roll with Punch/Fall/Impact.
6th : +2 Attacks per Melee, Rapid Reload.
7th : +1 to Strike with Aimed Shot, +1 to Pulled Shot.
8th : Called Strike on a 18, 19, or 20.
9th : Head Shot/Death Blow on a Natural 19 or 20.
10th : +2 Attacks per Melee, +1 to Strike with Aimed Shot.
11th : Called Strike on a 17, 18, 19, or 20.
12th : +1 to Parry/Dodge, +1 to Roll with Punch/Fall/Impact.
13th : +1 to Strike with Aimed Shot, +1 to Pulled Shot.
14th : +2 Attacks per Melee, Called Strike on a 16-20.
15th : +1 to Strike with Aimed Shot, Head Shot/Death Blow on a Natural 18, 19, or 20.
Why Study Sniper?The purpose of this style is to kill, plain and simple. With the long reach and power of a weapon, this style allows a student to take on multiple attackers as easily as single ones and dispatch them quickly. Disadvantages are the total lack of Chi powers and a certain rigidity in the forms. Any opponent falling under an attack risks permanent maiming.
Tao of the Gun (Exclusive)
Entrance Requirements: No Attribute restrictions. Limited to Taoist Alignment.
Skill Cost: 16 Years
Chinese action movies abound with feats of gun play and action that often defy belief. There are many people though, so impressed with the unique synthesis of oriental mysticism and the power and lethality of guns, that they have created their own form of firearm combat combined with mystical abilities which make them even more impressive. This is their style.
Costume: Sturdy clothes made of cotton, wool and leather, a pair of boots, hat, and gloves.
Stance: None.
CHARACTER BONUSES
Add +1D4 to P.S.
Add +1 to P.E.
Add +3 to P.P.
Add +1D6 to Spd.
COMBAT SKILLS
Attacks per Melee: 5
Escape Moves: Roll with Punch/Fall/Impact
Attack Moves: Roll, Somersault
Basic Defense Moves: Automatic Parry, Dodge, Parry.
Advanced Defense Moves: Combination Parry/Attack, Disarm, Multiple Dodge, Spinning Evasion.
Hand Attacks: Strike (Punch)
Basic Foot Attacks: Kick Attack
Jumping Foot Attacks: None.
Special Attacks: Aimed Shot, Burst, Called Strike, Disarm Shot, Head Shot/Death Blow, Pistol Whip (1D8 damage).
Holds/Locks: None.
Weapon Kata : W.P. Automatic Pistol, W.P. Energy Pistol, W.P. Paired: Pistol or Revolver, W.P. Quick Draw: Hand Guns & Rifles.
Modifiers to Attack : Critical Strike, Coldcock, Pulled Shot.
SKILLS INCLUDED IN TRAINING
Martial Art Powers : Select a total of two (2) Martial Art Powers from among Firearm Martial Art Powers or Weapon Kata.
Physical : Acrobatics
Weapon Proficiencies : W.P. Revolver, W.P. Automatic Pistol, W.P. Submachine Gun, W.P. Bolt Action Rifle, W.P. Semi & Fully Automatic Rifles, W.P. Black Powder (general), W.P. Shotgun, W.P. Energy Pistol, W.P. Energy Rifle, W.P. Quick Draw: Hand Guns & Rifles.
Philosophical Training : Taosim
If this is your Primary Martial Art then the following other styles can be learned in a shorter time: None.
LEVEL ADVANCEMENT BONUSES
1st: +2 to Quick Draw Initiative, Walking Aim, +3 to Strike with Aimed Shot, +1 to Strike with Bursts, +1 to Dodge/Parry, +1 to Roll with Punch/Fall/Impact.
2nd: Rapid Reload, +1 to Strike with Bursts, Coldcock on a Natural 20.
3rd: +1 Attack per Melee, +1 to Strike with Aimed Shot, Called Strike on a 20.
4th: +1 to Quick Draw Initiative, +2 to Pulled Shot.
5th: Leading, +1 to Parry/Dodge, +2 to Roll with Punch/Fall/Impact.
6th: Double Tap, +1 to Strike with Aimed Shot.
7th: +1 Attack per Melee, Called Strike on a 19 or 20.
8th: +1 to Quick Draw Initiative, Pinning Fire.
9th: +1 to Strike with Aimed Shot, Select One additional Martial Art Power from Firearm Martial Art Powers.
10th: Snap Shot, +1 additional die of damage with firearm (must have Weapon Kata).
11th: +1 Attack per Melee, Head Shot/Death Blow on a Natural 20.
12th: +1 to Quick Draw Initiative, +1 to Strike with Aimed Shot.
13th: Blind Shooting, +1 to Strike with Bursts, +1 to Pulled Shot.
14th: Select One additional Martial Art Power from Firearm Martial Art Powers.
15th: +1 Attack per Melee, +1 to Quick Draw Initiative.
Why Study Tao of the Gun?
A well balanced martial art that is aggressive enough to handle multiple attackers but defensive as well. This style is one of the ultimate weapon martial arts. A modern, effective combat form that copes well with multiple attackers. A good mix of Martial Art Powers and combat moves.
Zen Marksmanship (Exclusive)
Entrance Requirements: Requires a Minimum M.E. of 12. Limited to those of Honorable Alignment.
Skill Cost: 16 Years
Zen is a philosophical sect of Buddhism, originating from the synthesis of mainstream Buddhism with Taoist thought. Originally called Ch’an Buddhism in China, this philosophy spread to Japan around 1200 AD where it was adopted by the Japanese. The single idea behind Zen Buddhism, that all humans have a Buddha nature inside them and to realize this nature all a human being has to do is search his or her inner self, achieved through meditation. Many of the samurai martial artists of Japan took this idea further, attempting to achieve self-realization through exclusive focus on weapon use. These Zen martial artists achieved highly effective and accurate combat feats through meditation and focus on the perfection of weapon usage methods. With the arrival of firearms to Japan, it is natural that there would be martial seekers who decided the gun was the weapon through which to achieve enlightment.
Costume: Zen gun marksmen have adopted the Kyudogi; a white cotton jacket with black Hakama (pleated trousers), Kaku Obi (belt), white cotton Tabi (split toed socks), and soft leather gloves with reinforced, stiff sections.
Stance: Low, wide legged, side stance, with most of the body centered over the back leg, forward leg resting lightly on the ball of the foot. Weapon is held in appropriate shooting stance, with pistols using a modified weaver stance and rifles/shotguns having the non-shooting arm bracing the weapon and the shooting arm on the trigger with the elbow sticking out parallel to the ground.
CHARACTER BONUSES
Add +3 to M.E.
Add +3 to P.P.
COMBAT SKILLS
Attacks per Melee: 4
Escape Moves: Roll with Punch/Fall/Impact, Maintain Balance
Attack Moves: None.
Basic Defense Moves: Automatic Parry, Dodge, Parry.
Advanced Defense Moves: Automatic Dodge, Combination Dodge/Attack, Combination Parry/Attack, Disarm.
Hand Attacks: Strike (Punch)
Basic Foot Attacks: Kick Attack
Jumping Foot Attacks: None.
Special Attacks: Aimed Shot, Called Strike, Disarm Shot, Head Shot/Death Blow.
Holds/Locks: None.
Weapon Kata (Pick one): W.P. Revolver, W.P. Automatic Pistol, or W.P. Rifle.
Modifiers to Attack : Critical Strike, Leading, Pulled Shot.
SKILLS INCLUDED IN TRAINING
Martial Art Powers : Select a total of three (3) Martial Art Powers from among Firearm Martial Art Powers or Weapon Kata or from the following: One Life, One Shot, One Hit, One Kill, Zanshin, Debana-O-Kujiki Kata, or Gun Chi Technique (same as Sword Chi Technique, but used with a firearm).
Temple: Meditation
Weapon Proficiencies : W.P. Revolver, W.P. Automatic Pistol, and W.P. Rifle.
Philosophical Training : Zen
If this is your Primary Martial Art then the following other styles can be learned in a shorter time: None.
LEVEL ADVANCEMENT BONUSES
1st : +3 to Strike with Aimed Shot, +2 to Parry/Dodge, +1 to Roll with Punch/Fall/Impact, Called Strike on a 20.
2nd : +2 Attacks per Melee, Head Shot/Death Blow on a Natural 20.
3rd : +1 to Pulled Shot, Called Strike on a 19 or 20.
4th : +1 to Strike with Aimed Shot, Blind Shooting
5th : +1 to Parry/Dodge, +2 to Roll with Punch/Fall/Impact, Select One additional Martial Art Power from Firearm Martial Art Powers.
6th : +2 Attacks per Melee, Speed Reload.
7th : Called Strike on a 18, 19, or 20.
8th : +1 to Strike with Aimed Shot, +1 to Pulled Shot.
9th : Head Shot/Death Blow on a Natural 19 or 20.
10th : +2 Attacks per Melee, +1 to Strike with Aimed Shot.
11th : Called Strike on a 17, 18, 19, or 20, Select One additional Martial Art Power from Firearm Martial Art Powers.
12th : +1 to Parry/Dodge, +1 to Roll with Punch/Fall/Impact, +1 to Pulled Shot.
13th : +1 to Strike with Aimed Shot, Called Strike on a 16-20.
14th : +2 Attacks per Melee, Head Shot/Death Blow on a Natural 18, 19, or 20
15th : +1 to Strike with Aimed Shot, Select One additional Martial Art Power from Firearm Martial Art Powers.
Why Study Zen Marksmanship?
For those who seek the true experience of firearm weapon combat, and who understand that there is magic in the barrel of a fine weapon, this is the ideal martial art style. It's very impressive, it's highly effective and it also has a strong moral background. One of the rare arts that teaches internal powers. The art is effective but not very glamorous.
Entrance Requirements: Requires a Minimum M.E. of 14 and P.P. of 12. Must be of Honorable Alignment, but tends to be avoid Good alignments.
Skill Cost: 7 Years (5 Years as a Secondary Martial Art Style)
A duel is a fight which takes place between two opponents usually armed with weapons, and in the presence of witnesses, to settle an argument or point of honor. In Roman times, there were the gladiators, who made their way up from ignominy to fame through their individual skill alone. Around 501 AD, trial by battle or judicial duel, was established and came to be the accepted method of settling feuds throughout western Europe. The spread of knighthood led to the development of the duel of chivalry. A strictly enforced code of conduct (the Code Duello) was eventually introduced, from which the duel of honor evolved by the late 15th century. Dueling reached its peak in the mid-17th century, when gentlemen challenged each other to fight on the slightest pretext. In the 18th and early 19th centuries 'hired guns' (typically of the "Old West") wandered about, fighting for glory, or money, or for lack of a better calling in life.
After the initial challenge, each duelist chose a friend, called a second, to witness and assist at the event. Swords, and later pistols, were the most popular weapons employed, though some notable duels occurred involving weapons such as harpoons. Duels did not always result in the death of a combatant; occasionally they were fought to the drawing of blood. Women also engaged in dueling, called "petticoat duels." Entering into this form of conflict are specialists who would sell their prowess at dueling. Often they are loners or even outcasts, disaffected people whose only claim to fame is their reputation with their gun or blade. Though their profession is often illegal, duelists adhere to a code of honor. This code is mostly composed of the strictures of the Code Duello, but duelists, by their very nature have additional interest in maintaining the appearance of honor. They adhere strictly to their contracts and take professional pride in their work. They engage in fair play in combat, not because of any misplaced knightly virtue, but because they consider themselves highly professional and do not stoop to using trickery, sneak attacks, ambushes, or indirect attacks in their line of work.
Costume: Typically wears fine suits of dark-colored clothing without a trace of color with which to give an opponent a target to shoot at.
Stance: Typically stand perpendicular to target, pistol arm pointing straight down at side with the gun muzzle pointed at the grass. The weapon is brought up to shoulder height while aiming at the target when the Duelist has begun.
CHARACTER BONUSES
Add +2 to M.E.
Add +2 to P.P.
Add +10 to S.D.C.
COMBAT SKILLS
Attacks per Melee: 4
Escape Moves: Roll with Punch/Fall/Impact
Attack Moves: None.
Basic Defense Moves: Automatic Parry, Dodge, Parry.
Advanced Defense Moves: Combination Dodge/Attack, Combination Parry/Attack.
Hand Attacks: Strike (Punch)
Basic Foot Attacks: Kick Attack
Jumping Foot Attacks: None.
Special Attacks: Aimed Shot, Called Strike, Pistol Whip (Does 1D6 damage), Head Shot/Death Blow.
Holds/Locks: None.
Weapon Kata (Pick One): W.P. Revolver, W.P. Automatic Pistol, W.P. Energy Pistol. Automatically gets W.P. Quick Draw: Hand Guns & Rifles.
Modifiers to Attack : Critical Strike, Pulled Shot.
SKILLS INCLUDED IN TRAINING
Martial Art Powers : None. This style offers no Martial Art Powers or Abilities.
Cultural: Etiquette
Weapon Proficiencies : W.P. Revolver, W.P. Automatic Pistol, W.P. Energy Pistol, W.P. Paired: Pistol & Revolver, W.P. Quick Draw: Hand Guns & Rifles.
Philosophical Training : Code Duello.
If this is your Primary Martial Art then the following other styles can be learned in a shorter time: None.
LEVEL ADVANCEMENT BONUSES
1st : +1 to Quick Draw Initiative, +4 to Strike with Aimed Shot, +2 to Roll with Punch/Fall/Impact, Called Strike on a 20.
2nd : +1 to Damage with one round, +1 Attack per Melee, +1 to Strike with Burst, +2 to Parry/Dodge.
3rd : +1 to Quick Draw Initiative, +1 to Strike with Aimed Shot, Ambidextrous Training Complete, +1 to Pulled Shot.
4th : +1 to Damage with one round, Walking Aim, Called Strike on a 19 or 20.
5th : +1 to Quick Draw Initiative, +1 to Parry/Dodge, Head Shot Death Blow on a Natural 20.
6th : +1 to Strike with Aimed Shot, +1 to Damage with one round, +1 Attack per Melee, Reputation (Horror Factor 8 ).
7th : +1 to Quick Draw Initiative, +1 to Strike with Burst, Called Strike on a 18, 19, or 20.
8th : +1 to Damage with one round, +1 Attack per Melee, +1 to Roll with Punch/Fall/Imapct, Reputation (Horror Factor 9).
9th : +1 to Quick Draw Initiative, +1 to Strike with Aimed Shot, +1 to Parry/Dodge, +1 to Pulled Shot.
10th : Add one additional die of pistol damage with one round, +1 Attack per Melee, Reputation (Horror Factor 10).
11th : +1 to Quick Draw Initiative, Blind Shooting, Called Strike on a 17, 18, 19, or 20.
12th : +1 to Strike with Aimed Shot, +1 Attack per Melee, +1 to Strike with Burst, Reputation (Horror Factor 11).
13th : +1 to Quick Draw Initiative, +1 to Dodge, Head Shot Death Blow on a Natural 19 or 20.
14th : Add one additional die of pistol damage with one round, +1 Attack per Melee, Reputation (Horror Factor 12).
15th : +1 to Quick Draw Initiative, +1 to Roll with Punch/Fall/Imapct, +1 to Pulled Shot, Called Strike on a 16-20.
Why Study Pistol Duelist?
To join this style is to fully exploit the destructive power of the human body. Fast and deadly with a gun takes on new meaning among these professional killers. A deadly martial art that has the single disadvantage of being dependent on a weapon for effective combat. Weaknesses are a difficulty with multiple attackers and a lack of "internal" training.
Pentathlon
Entrance Requirements: No Alignment Restrictions. Requires a Minimum P.S. 14, P.E. 14, P.P. 12, and Spd. 14.
Skill Cost: 8 Years (4 Years as a Secondary Martial Art Style)
The pentathlon is a five even sport created in 1948 to replace the old Olympic event of the same name. It consists of five military skills--fencing, riding, running, shooting and swimming. The shooting event was originally a 22-caliber pistol shoot from 25 meters at a turning target. Competitors fire 20 shots at 20 targets from a distance of 25 meters with a time limit of 40 seconds for each shot. Fencing is a series of one-touch bouts with epee swords. As in 1912, the fencing portion of the modern pentathlon is a round robin-tournament, with a single touch deciding each match. The swimming event is a free-style race over 200 m. The riding event (equestrian show jumping) included in the modern pentathlon competition involves jumping over hurdles of a maximum height of 1.20m.
The hurdles course has a length of 350 to 450m length, and includes 12 hurdles (15 jumps) with one double and one triple jump. This event consists of a cross-country race conducted on an uneven terrain or on a public road and over a distance of 3 km (3,000 m) for both men and women.
Costume: Typically wears custom sports clothing, in colors representing the character’s nation.
Stance: Standard Weaver Pistol-shooting stance.
CHARACTER BONUSES
Add +2 to P.S.
Add +2 to P.E.
Add +1 to P.P.
Add +4 to Spd
Add +1D10 to S.D.C.
COMBAT SKILLS
Attacks per Melee: 4
Escape Moves: Roll with Punch/Fall/Impact
Attack Moves: None.
Basic Defense Moves: Automatic Parry, Dodge, Parry.
Advanced Defense Moves: None.
Hand Attacks: Strike (Punch)
Basic Foot Attacks: Kick Attack
Jumping Foot Attacks: None.
Special Attacks: Aimed Shot, Called Strike.
Holds/Locks: None.
Weapon Kata : W.P. Automatic Pistol, W.P. Epee (Short Sword).
Modifiers to Attack : Critical Strike.
SKILLS INCLUDED IN TRAINING
Martial Art Powers : None. This style offers no Martial Art Powers or Abilities.
Cultural: Horsemanship
Physical : Fencing, Long Distance Running, Swimming
Weapon Proficiencies : W.P. Automatic Pistol, W.P. Epee (Short Sword).
Philosophical Training : Sportsmanship
If this is your Primary Martial Art then the following other styles can be learned in a shorter time: None.
LEVEL ADVANCEMENT BONUSES
1st : +3 to Strike with Aimed Shot, +1 to Roll with Punch/Fall/Impact.
2nd : +2 to Parry/Dodge.
3rd : +1 to Strike with Aimed Shot.
4th : +1 Attack per Melee, +1 to Roll with Punch/Fall/Impact.
5th : +1 to Strike with Aimed Shot.
6th : Called Strike on a Natural 20.
7th : +1 to Strike with Aimed Shot.
8th : +1 Attack per Melee, +1 to Roll with Punch/Fall/Impact.
9th : +1 to Strike with Aimed Shot.
10th : +1 to Parry/Dodge.
11th : +1 to Strike with Aimed Shot, +1 Attack per Melee.
12th : Called Strike on a Natural 19 or 20.
13th : +1 to Strike with Aimed Shot.
14th : +1 Attack per Melee, +1 to Roll with Punch/Fall/Impact.
15th : +1 to Strike with Aimed Shot.
Why Study Pentathlon?
Provides excellent physical training as well. On the other hand, it's not very aggressive. A sound body is the perfect weapon, why should this style offer any mind-oriented abilities? A character with this training and the right weapons is a deadly threat.
Sniper
Entrance Requirements: No Alignment Restrictions. Requires a Minimum M.E. of 14.
Skill Cost: 6 Years (4 Years as a Secondary Martial Art Style)
The word Sniper comes from a play on words by British soldiers in India as early as 1773. Here troops hunted the Snipe, a small, quick bird that was difficult to shoot. Successful shooters were dubbed Snipers. However it was the German Army of World War 1 that first to coined the term "Sniper" for military use. Meanwhile, the Soviet army first made use of two-man sniper teams in 1930.
Sniper training focuses on several basic tasks to perform the mission of sniping. Snipers are trained to accurately estimate ranges, endure long periods of waiting, make use of cover, concealment, and camouflage as well as maps, sketches, aerial photos, and the compass, move quietly to avoid detection, recognize enemy personnel quickly and search, observe and identify key features of shooting areas. A sniper is not a person who randomly shoots people, they wait patiently for the pefect opportunity to fire at a target. The Sniper's main philosophy is "one shot, one kill." While more than one round may be needed to neutralize a target, snipers train to eliminate their targets with as few rounds as possible.
Costume: Typically wears camouflage fatigues and/or a custom ghillie suit.
Stance: Typically prone or kneeling/sitting with the weapon braced on an object.
CHARACTER BONUSES
Add +3 to M.E.
Add +2 to P.P.
Add +1 to P.E.
COMBAT SKILLS
Attacks per Melee: 2
Escape Moves: Roll with Punch/Fall/Impact
Attack Moves: None.
Basic Defense Moves: Automatic Parry, Dodge, Parry.
Advanced Defense Moves: None.
Hand Attacks: Strike (Punch)
Basic Foot Attacks: Kick Attack
Jumping Foot Attacks: None.
Special Attacks: Aimed Shot, Called Strike, Double Tap, Butt Stroke (Does 1D10 damage), Head Shot/Death Blow, Leading.
Holds/Locks: None.
Weapon Kata : W.P. Bolt-Action & Semi-Automatic Rifle.
Modifiers to Attack : Critical Strike, Pulled Shot
SKILLS INCLUDED IN TRAINING
Martial Art Powers : None. This style offers no Martial Art Powers or Abilities.
Cultural: Camouflage, Military Intelligence, Sniper (bonuses already factored into style).
Physical : Climbing, Prowl, Swimming
Survival: Land Navigation, Wilderness Survival
Weapon Proficiencies : W.P. Bolt-Action & Semi-Automatic Rifle.
Philosophical Training : None.
If this is your Primary Martial Art then the following other styles can be learned in a shorter time: None.
LEVEL ADVANCEMENT BONUSES
1st : +3 to Strike with Aimed Shot, +1 to Parry/Dodge, +2 to Roll with Punch/Fall/Impact, Called Strike on a 20.
2nd : +2 Attacks per Melee, +2 to Strike with Aimed Shot.
3rd : +1 to Pulled Shot, Head Shot/Death Blow on a Natural 20.
4th : +1 to Strike with Aimed Shot, Called Strike on a 19 or 20.
5th : +1 to Parry/Dodge, +1 to Roll with Punch/Fall/Impact.
6th : +2 Attacks per Melee, Rapid Reload.
7th : +1 to Strike with Aimed Shot, +1 to Pulled Shot.
8th : Called Strike on a 18, 19, or 20.
9th : Head Shot/Death Blow on a Natural 19 or 20.
10th : +2 Attacks per Melee, +1 to Strike with Aimed Shot.
11th : Called Strike on a 17, 18, 19, or 20.
12th : +1 to Parry/Dodge, +1 to Roll with Punch/Fall/Impact.
13th : +1 to Strike with Aimed Shot, +1 to Pulled Shot.
14th : +2 Attacks per Melee, Called Strike on a 16-20.
15th : +1 to Strike with Aimed Shot, Head Shot/Death Blow on a Natural 18, 19, or 20.
Why Study Sniper?The purpose of this style is to kill, plain and simple. With the long reach and power of a weapon, this style allows a student to take on multiple attackers as easily as single ones and dispatch them quickly. Disadvantages are the total lack of Chi powers and a certain rigidity in the forms. Any opponent falling under an attack risks permanent maiming.
Tao of the Gun (Exclusive)
Entrance Requirements: No Attribute restrictions. Limited to Taoist Alignment.
Skill Cost: 16 Years
Chinese action movies abound with feats of gun play and action that often defy belief. There are many people though, so impressed with the unique synthesis of oriental mysticism and the power and lethality of guns, that they have created their own form of firearm combat combined with mystical abilities which make them even more impressive. This is their style.
Costume: Sturdy clothes made of cotton, wool and leather, a pair of boots, hat, and gloves.
Stance: None.
CHARACTER BONUSES
Add +1D4 to P.S.
Add +1 to P.E.
Add +3 to P.P.
Add +1D6 to Spd.
COMBAT SKILLS
Attacks per Melee: 5
Escape Moves: Roll with Punch/Fall/Impact
Attack Moves: Roll, Somersault
Basic Defense Moves: Automatic Parry, Dodge, Parry.
Advanced Defense Moves: Combination Parry/Attack, Disarm, Multiple Dodge, Spinning Evasion.
Hand Attacks: Strike (Punch)
Basic Foot Attacks: Kick Attack
Jumping Foot Attacks: None.
Special Attacks: Aimed Shot, Burst, Called Strike, Disarm Shot, Head Shot/Death Blow, Pistol Whip (1D8 damage).
Holds/Locks: None.
Weapon Kata : W.P. Automatic Pistol, W.P. Energy Pistol, W.P. Paired: Pistol or Revolver, W.P. Quick Draw: Hand Guns & Rifles.
Modifiers to Attack : Critical Strike, Coldcock, Pulled Shot.
SKILLS INCLUDED IN TRAINING
Martial Art Powers : Select a total of two (2) Martial Art Powers from among Firearm Martial Art Powers or Weapon Kata.
Physical : Acrobatics
Weapon Proficiencies : W.P. Revolver, W.P. Automatic Pistol, W.P. Submachine Gun, W.P. Bolt Action Rifle, W.P. Semi & Fully Automatic Rifles, W.P. Black Powder (general), W.P. Shotgun, W.P. Energy Pistol, W.P. Energy Rifle, W.P. Quick Draw: Hand Guns & Rifles.
Philosophical Training : Taosim
If this is your Primary Martial Art then the following other styles can be learned in a shorter time: None.
LEVEL ADVANCEMENT BONUSES
1st: +2 to Quick Draw Initiative, Walking Aim, +3 to Strike with Aimed Shot, +1 to Strike with Bursts, +1 to Dodge/Parry, +1 to Roll with Punch/Fall/Impact.
2nd: Rapid Reload, +1 to Strike with Bursts, Coldcock on a Natural 20.
3rd: +1 Attack per Melee, +1 to Strike with Aimed Shot, Called Strike on a 20.
4th: +1 to Quick Draw Initiative, +2 to Pulled Shot.
5th: Leading, +1 to Parry/Dodge, +2 to Roll with Punch/Fall/Impact.
6th: Double Tap, +1 to Strike with Aimed Shot.
7th: +1 Attack per Melee, Called Strike on a 19 or 20.
8th: +1 to Quick Draw Initiative, Pinning Fire.
9th: +1 to Strike with Aimed Shot, Select One additional Martial Art Power from Firearm Martial Art Powers.
10th: Snap Shot, +1 additional die of damage with firearm (must have Weapon Kata).
11th: +1 Attack per Melee, Head Shot/Death Blow on a Natural 20.
12th: +1 to Quick Draw Initiative, +1 to Strike with Aimed Shot.
13th: Blind Shooting, +1 to Strike with Bursts, +1 to Pulled Shot.
14th: Select One additional Martial Art Power from Firearm Martial Art Powers.
15th: +1 Attack per Melee, +1 to Quick Draw Initiative.
Why Study Tao of the Gun?
A well balanced martial art that is aggressive enough to handle multiple attackers but defensive as well. This style is one of the ultimate weapon martial arts. A modern, effective combat form that copes well with multiple attackers. A good mix of Martial Art Powers and combat moves.
Zen Marksmanship (Exclusive)
Entrance Requirements: Requires a Minimum M.E. of 12. Limited to those of Honorable Alignment.
Skill Cost: 16 Years
Zen is a philosophical sect of Buddhism, originating from the synthesis of mainstream Buddhism with Taoist thought. Originally called Ch’an Buddhism in China, this philosophy spread to Japan around 1200 AD where it was adopted by the Japanese. The single idea behind Zen Buddhism, that all humans have a Buddha nature inside them and to realize this nature all a human being has to do is search his or her inner self, achieved through meditation. Many of the samurai martial artists of Japan took this idea further, attempting to achieve self-realization through exclusive focus on weapon use. These Zen martial artists achieved highly effective and accurate combat feats through meditation and focus on the perfection of weapon usage methods. With the arrival of firearms to Japan, it is natural that there would be martial seekers who decided the gun was the weapon through which to achieve enlightment.
Costume: Zen gun marksmen have adopted the Kyudogi; a white cotton jacket with black Hakama (pleated trousers), Kaku Obi (belt), white cotton Tabi (split toed socks), and soft leather gloves with reinforced, stiff sections.
Stance: Low, wide legged, side stance, with most of the body centered over the back leg, forward leg resting lightly on the ball of the foot. Weapon is held in appropriate shooting stance, with pistols using a modified weaver stance and rifles/shotguns having the non-shooting arm bracing the weapon and the shooting arm on the trigger with the elbow sticking out parallel to the ground.
CHARACTER BONUSES
Add +3 to M.E.
Add +3 to P.P.
COMBAT SKILLS
Attacks per Melee: 4
Escape Moves: Roll with Punch/Fall/Impact, Maintain Balance
Attack Moves: None.
Basic Defense Moves: Automatic Parry, Dodge, Parry.
Advanced Defense Moves: Automatic Dodge, Combination Dodge/Attack, Combination Parry/Attack, Disarm.
Hand Attacks: Strike (Punch)
Basic Foot Attacks: Kick Attack
Jumping Foot Attacks: None.
Special Attacks: Aimed Shot, Called Strike, Disarm Shot, Head Shot/Death Blow.
Holds/Locks: None.
Weapon Kata (Pick one): W.P. Revolver, W.P. Automatic Pistol, or W.P. Rifle.
Modifiers to Attack : Critical Strike, Leading, Pulled Shot.
SKILLS INCLUDED IN TRAINING
Martial Art Powers : Select a total of three (3) Martial Art Powers from among Firearm Martial Art Powers or Weapon Kata or from the following: One Life, One Shot, One Hit, One Kill, Zanshin, Debana-O-Kujiki Kata, or Gun Chi Technique (same as Sword Chi Technique, but used with a firearm).
Temple: Meditation
Weapon Proficiencies : W.P. Revolver, W.P. Automatic Pistol, and W.P. Rifle.
Philosophical Training : Zen
If this is your Primary Martial Art then the following other styles can be learned in a shorter time: None.
LEVEL ADVANCEMENT BONUSES
1st : +3 to Strike with Aimed Shot, +2 to Parry/Dodge, +1 to Roll with Punch/Fall/Impact, Called Strike on a 20.
2nd : +2 Attacks per Melee, Head Shot/Death Blow on a Natural 20.
3rd : +1 to Pulled Shot, Called Strike on a 19 or 20.
4th : +1 to Strike with Aimed Shot, Blind Shooting
5th : +1 to Parry/Dodge, +2 to Roll with Punch/Fall/Impact, Select One additional Martial Art Power from Firearm Martial Art Powers.
6th : +2 Attacks per Melee, Speed Reload.
7th : Called Strike on a 18, 19, or 20.
8th : +1 to Strike with Aimed Shot, +1 to Pulled Shot.
9th : Head Shot/Death Blow on a Natural 19 or 20.
10th : +2 Attacks per Melee, +1 to Strike with Aimed Shot.
11th : Called Strike on a 17, 18, 19, or 20, Select One additional Martial Art Power from Firearm Martial Art Powers.
12th : +1 to Parry/Dodge, +1 to Roll with Punch/Fall/Impact, +1 to Pulled Shot.
13th : +1 to Strike with Aimed Shot, Called Strike on a 16-20.
14th : +2 Attacks per Melee, Head Shot/Death Blow on a Natural 18, 19, or 20
15th : +1 to Strike with Aimed Shot, Select One additional Martial Art Power from Firearm Martial Art Powers.
Why Study Zen Marksmanship?
For those who seek the true experience of firearm weapon combat, and who understand that there is magic in the barrel of a fine weapon, this is the ideal martial art style. It's very impressive, it's highly effective and it also has a strong moral background. One of the rare arts that teaches internal powers. The art is effective but not very glamorous.
Last edited by Guest on Sat Mar 19, 2005 7:00 am, edited 1 time in total.
Part III of V
NEW (AND REVISED) COMBAT MOVES
Aimed Shot: Costs 1 attack.
Aimed Short Burst: With this ability a character can fire a Short Burst with the same accuracy of an Aimed Shot. +3 to Strike, costs 1 attack.
Ambidextrous Training: The character can fire with left or right hands with equal facility.
Bursts
Semi-Automatic Weapon Bursts
By pulling the trigger several times in rapid succession, semi-automatic weapons and double action revolvers can fire a burst with the usual burst bonus to strike (+1).
Damage from Short Burst: Roll the damage dice for ONE round x2. Fires five (5) rounds. Uses up one attack. Can be fired at only one target.
Damage from a Long Burst: Roll the damage dice for ONE round x5 (not possibly with weapons having less than 10 rounds). Fires 10 (10) rounds. Uses up two attacks. Can be fired at only one target.
Damage from an Entire Magazine Burst: Roll the normal damage dice for ONE round x10 for clips with 30+ rounds, or ONE round x5 if the clip has 15 or less rounds. Shooting off the entire clip within a melee round is possible. 100% of the rounds are fired. Uses up four attacks that melee round. Can be fired at only one target.
Automatic Weapon Bursts (does not apply to machine guns or gattling guns)
Damage from Short Burst: Roll the damage dice for ONE round x3. Fires five (5) rounds. Uses up one attack. Can be fired at only one target.
Damage from a Long Burst: Roll the damage dice for ONE round x7 (not possibly with weapons having less than 10 rounds). Fires 10 (10) rounds. Uses up one attack. Can be fired at only one target.
Damage from an Entire Magazine Burst: Roll the normal damage dice for ONE round x12 for clips with 30+ rounds, or ONE round x10 if the clip has 15 or less rounds. Shooting off the entire clip within a melee round is possible. 100% of the rounds are fired. Uses up three attacks that melee round. Can be fired at only one target.
Butt Stroke: This is a special attack where the victim is struck with the butt of a rifle, shotgun, or submachine gun.
Called Strike: A "Called Strike" is an aimed strike that homes in on a specific part of a larger target such as the head, hand, weapon, arms, legs, weak points, etc., of a person. To make a called strike, the player must "call" or "announce" his character's intension; i.e. "I'm going to shoot him in the groin."
In Martial Arts, this typically refers to an attack against a specified "vital point" of the target. Since martial artists typically study where these vital spots are and how to successfully strike them, they are more adept than the average person at hitting these spots. A style that possesses the Called Strike modifier allows the character to do critical damage to his opponent by directing an attack against a particular part of the opponent. In game terms this works similar to a Critical Strike, HOWEVER, there is one big difference. A Critical Strike is a lucky blow dependent on a Natural Roll to succeed (i.e. the dice do the work, not the character, meaning that the strike is based on luck, not skill), a Called Strike achieves the same effect, but is based on the character's skill, not luck (to the same degree at least). This modifier allows the character to call a strike against an opponent's weak spot/vital target and do double damage. To succeed, the character's Strike RESULT must be equal to or greater than the required target number. If the Called Strike fails, the attack completely misses the target. Costs Two Melee Attacks.
Called Strikes and Range: Reduce all Called Strike numbers by one step for each unit of range beyond short. For instance a character with a Called Strike of 18-20 would have 18-20 at short range, 19-20 at medium range, and 20 at long range.
NOTE: This basically replaces lowered numbers for Critical Strikes that appeared in the original edition. A lot of thought went into how to make attacking vital points work in Palladium's system. The result was the replacement of those "you get more lucky as you get more experienced" modifiers with a "as you get more skilled, you become a hell of a lot more deadly in combat" system. Basically everyone still gets a Critical Strike on a Natural 20. This represents luck, and anyone can get lucky. However, martial arts no longer provide lowered natural target numbers (i.e. Critical Strike on a Natural 18, 19, or 20). As they advance in level. Now they provide the Called Strike option, with lowered target numbers (all start at 20) resulting in strike rolls to which their bonuses can be factored in to achieve critical damage. That's right a character with a Called Strike of 20 can roll an 18 or whatever, and if his strike RESULT (that is roll with bonuses added) is equal to or greater than 20, gets to do critical (double) damage. Unlike other Critical Strikes, a natural roll (i.e. normal Critical Strike) doesn't add to the damage multiplier (so if, instead of an 18 plus bonuses, the character rolls a natural 20, they still only do double damage, not triple damage).
Coldcock: This is where a person bludgeons an opponent with the butt of his weapon. The character can inflict knockout attack on a target for 1D6 melees on a Natural roll. This attack must be declared before rolling to strike. This does not require the additional selection of W.P. Blunt.
Disarm Shot: Using a gun to shoot a weapon out of an opponent's hand requires an Aimed shot. The maneuver counts as one melee attack/action. Disarming an opponent does not mean the weapon falls into the hand of the character making the disarm move. True, the item is forced out of the victim's grasp, but it is either knocked away or falls to the ground. To disarm, roll to strike as usual - high roll wins. A failed disarming attack does no damage, but means one's opponent remains armed, is probably mad, and ready to strike back.
Double Tap: This allows the character to get off two (2) single shot attacks, in a single melee attack, at the same target, with half the usual Aimed Shot bonuses (rounding down). Both shots must be rolled. But there are some restrictions. First, the character must be within 10 feet (3m) of the target if using a pistol and 30 feet (9m) if using a submachine gun or rifle. Cannot be used with single action revolvers, or weapons that can only fire fully automatic. These ranges increase by +5 feet (1.5m) per level of experience if the character has a Weapon Kata with the weapon in question. Firing at a second target is possible, if they’re near (within five feet) each other, but the second shot has no bonuses and a -6 penalty to Strike.
Drive-by: This allows the character to fire bursts (short, long, or entire magazine) from a moving vehicle and is equivalent to spraying an area without being considered shooting wild. Short Drive-by attacks can hit 1D4/2 people, Long Drive-by attacks can hit 1D4 people, and Entire Magazine Drive-by attacks hit 2D4 people. Hitting an innocent bystander is even more likely than with normal sprays, 50% for Short Drive-bys, 75% for Long Drive-bys, and 90% for Entire Magazine Drive-bys. +1 to strike. Short Drive-bys count as one attack, Long Drive-bys count as two attacks, and Entire Magazine Drive-bys count as three attacks. [NOTE: Hey, Shades of Eternity, looks like Drive-bys no longer cost one attack ]
Head Shot/Death Blow: This attack allows the character to target the head (or any other equally difficult target) and hit it with the equivalent of Death Blow, that is double damage directly to hit points. This can only be done with weapons which are capable of firing single shots. This attack must be declared BEFORE rolling to strike and success depends on the unmodified Natural roll. Requires two attacks.
Leading: This is the act of aiming in the path of a moving object so the shot will hit where the target will be, instead of aiming where it's currently at. This bonus only offsets the standard penalty of -3 to hit targets moving slower than 40 mph (64 km) and -6 to hit targets moving 40 mph (64 km) or faster. If the bonus exceeds the penalty to hit the moving target, the remainder of the bonus is negated and does not count as a bonus to hit.
Pinning Fire: When using Pinning Fire, the character is saturating an area with a controlled spray of shots. Anyone in that area not protected by cover is automatically hit, but a dodge is still possible. Consequently, an attack roll is still required for the benefit of the defenders' dodge rolls. The number of targets that can be hit can not exceed half the number of shots in the burst (i.e., a 10 shot burst of Pinning fife can not damage more than five targets). Pinning Fire can be maintained for as long as the weapon's ammo holds out. Damage: Equal to a single shot. No damage multiples are applicable from bursts. Area of Effect: A Short Burst can cover a 2 meter/yard wide area. A Medium Burst can cover a 3 meter/yard wide area, and a Long Burst (including rail guns) can cover a 7 meter/yard wide area.
Pistol Whip: This is a special attack where the victim is slapped with the barrel of a pistol or revolver.
Pulled Shot: The ability to shoot to nick or wing, doing minimal damage; as little as one point of damage, never more than 40% of the usual damage. Typically performed to intimidate or warn an opponent, or to show off or have a little fun.
Ranged Combat modifiers: If the target is small or partially obscured by other people, obstacles, ground cover, smoke, etc., the shooter is -4 to strike, so he must roll a 16 or higher to hit. If the target is only barely visible (protected by dense cover) and only a tiny part of him can be seen for a second at a time, the penalty is be increased to -6. Small, difficult targets: typically -3 to strike. Aiming for an arm, the character is -3 to strike, and -2 to strike the leg. Striking a small moving target like the hands and feet then the attacker is -4 to strike. To strike a tiny unprotected area of an otherwise covered head/face (armor with an A.R. of 20), the attacker is -8 to strike.
Cover Modifiers:
Target is mostly exposed -2
Target is half exposed -3
Target is mostly under cover -6
Target is barely visible -8
Target is completely covered must shoot through object
Moving Targets: Target moving up to 45mph, running or leaping: and -3 to strike.
Target moving 40mph+: No bonuses and the nearest speed class available to the target’s speed, rounding the speed up to that speed class, determines the penalty. Examples; A target moving 50mph would be a speed class of 4, providing a -4 penalty to strike. A vehicle moving 600 mph would have a -26 penalty to shoot!
Shooting at someone mounted on a galloping horse is even worse; No bonuses and -8 to Strike the rider, but only the usual -3 if you want to aim for the horse itself.
Range, Point Blank: Strikes that are point blank (10ft or closer),automatically hit if the target is immobile (unconscious or tied up people, doors, etc.). Otherwise the shot needs five and better to hit.
Range, Melee: Shots (11feet to 60 feet) require five or better to hit.
Range, Short: Shots (61 to 200feet) require 8 or better to hit.
Range, Medium: Shots (200 to 500 feet) require rolls of 12 or better to hit.
Range, Long: Shots (500 feet to listed range of weapon) require rolls of 16 or better to hit.
Range, Beyond Effective Range: Can be attempted up to 30% farther than the Maximum Effective Range of any given weapon, but the shooter suffers a penalty depending on the type of weapon being used:
Firing beyond a black powder weapon's effective range: Arquebus, Matchlock and Wheel-lock it's only possible to get an extra 20 feet (6. lm), and then with a penalty of -8 to Strike and do only half damage. Black powder pistols, no matter what type, have a - 5 to Strike and a - 4 to Damage for the first 25 feet of extra range; the next 25 feet of extra range have a - 12 to Strike and - 10 to Damage, beyond that the bullet will be ineffective. All other black powder rifles have a - 5 to Strike and - 3 to Damage for every extra 25 feet beyond the effective range.
Firing beyond a weapon's effective range is possible but incurs a -2 penalty to the shot for every 25 feet (7.6m) beyond the effective range for bullet and other modern projectile weapons.
Firing beyond a weapon's effective range is possible but incurs a -1 penalty to the shot for every 25 feet (7.6m) beyond the effective range for energy weapons.
Shooting Down: Anyone firing down at earth-bound targets is at a natural advantage. Weapons fired down have double range, because gravity is helping to pull down the projectiles. There are no penalties for shooting down, except for normal distance modifiers. *Note: Energy weapons (with the exception of rail guns) are not affected by gravity.
Shooting Up: Characters on the ground are at a great disadvantage when shooting up. Everything, from gravity to the strange trajectory of the bullets, to distance, conspires against the ground-based shooter. Weapons firing up have only one half their normal range, because the bullets are fighting gravity. All shots made from the ground are at -4 to Strike penalty. *Note: Energy weapons (with the exception of rail guns) are not affected by gravity.
Rapid Reload: Rapid Reload allows a character to change magazines and attack in the same melee action. The attack counts as a Wild Attack, but this does not use two melee actions.
Shooting Blind: The usual penalty for shooting blind (-10 to strike) is half (-5 to strike). Penalties for striking invisible targets are also half.
Snap Shot: This is the ability to pop out from behind cover, fire either a short burst/pulse, or an Aimed shot with half bonuses, and return to the safety of cover, all in one melee attack. Not considered a Wild attack.
Speed Load: Basically this is an improved version of Rapid Reload. The character can reload and attack in a single melee action with no penalties and still retain HALF of all applicable bonuses to hit.
Walking Aim: Characters with this ability may walk at a fast pace (1/4 Speed max.) and still fire an Aimed shot with full bonuses and no Wild Shooting penalties.
Aimed Shot: Costs 1 attack.
Aimed Short Burst: With this ability a character can fire a Short Burst with the same accuracy of an Aimed Shot. +3 to Strike, costs 1 attack.
Ambidextrous Training: The character can fire with left or right hands with equal facility.
Bursts
Semi-Automatic Weapon Bursts
By pulling the trigger several times in rapid succession, semi-automatic weapons and double action revolvers can fire a burst with the usual burst bonus to strike (+1).
Damage from Short Burst: Roll the damage dice for ONE round x2. Fires five (5) rounds. Uses up one attack. Can be fired at only one target.
Damage from a Long Burst: Roll the damage dice for ONE round x5 (not possibly with weapons having less than 10 rounds). Fires 10 (10) rounds. Uses up two attacks. Can be fired at only one target.
Damage from an Entire Magazine Burst: Roll the normal damage dice for ONE round x10 for clips with 30+ rounds, or ONE round x5 if the clip has 15 or less rounds. Shooting off the entire clip within a melee round is possible. 100% of the rounds are fired. Uses up four attacks that melee round. Can be fired at only one target.
Automatic Weapon Bursts (does not apply to machine guns or gattling guns)
Damage from Short Burst: Roll the damage dice for ONE round x3. Fires five (5) rounds. Uses up one attack. Can be fired at only one target.
Damage from a Long Burst: Roll the damage dice for ONE round x7 (not possibly with weapons having less than 10 rounds). Fires 10 (10) rounds. Uses up one attack. Can be fired at only one target.
Damage from an Entire Magazine Burst: Roll the normal damage dice for ONE round x12 for clips with 30+ rounds, or ONE round x10 if the clip has 15 or less rounds. Shooting off the entire clip within a melee round is possible. 100% of the rounds are fired. Uses up three attacks that melee round. Can be fired at only one target.
Butt Stroke: This is a special attack where the victim is struck with the butt of a rifle, shotgun, or submachine gun.
Called Strike: A "Called Strike" is an aimed strike that homes in on a specific part of a larger target such as the head, hand, weapon, arms, legs, weak points, etc., of a person. To make a called strike, the player must "call" or "announce" his character's intension; i.e. "I'm going to shoot him in the groin."
In Martial Arts, this typically refers to an attack against a specified "vital point" of the target. Since martial artists typically study where these vital spots are and how to successfully strike them, they are more adept than the average person at hitting these spots. A style that possesses the Called Strike modifier allows the character to do critical damage to his opponent by directing an attack against a particular part of the opponent. In game terms this works similar to a Critical Strike, HOWEVER, there is one big difference. A Critical Strike is a lucky blow dependent on a Natural Roll to succeed (i.e. the dice do the work, not the character, meaning that the strike is based on luck, not skill), a Called Strike achieves the same effect, but is based on the character's skill, not luck (to the same degree at least). This modifier allows the character to call a strike against an opponent's weak spot/vital target and do double damage. To succeed, the character's Strike RESULT must be equal to or greater than the required target number. If the Called Strike fails, the attack completely misses the target. Costs Two Melee Attacks.
Called Strikes and Range: Reduce all Called Strike numbers by one step for each unit of range beyond short. For instance a character with a Called Strike of 18-20 would have 18-20 at short range, 19-20 at medium range, and 20 at long range.
NOTE: This basically replaces lowered numbers for Critical Strikes that appeared in the original edition. A lot of thought went into how to make attacking vital points work in Palladium's system. The result was the replacement of those "you get more lucky as you get more experienced" modifiers with a "as you get more skilled, you become a hell of a lot more deadly in combat" system. Basically everyone still gets a Critical Strike on a Natural 20. This represents luck, and anyone can get lucky. However, martial arts no longer provide lowered natural target numbers (i.e. Critical Strike on a Natural 18, 19, or 20). As they advance in level. Now they provide the Called Strike option, with lowered target numbers (all start at 20) resulting in strike rolls to which their bonuses can be factored in to achieve critical damage. That's right a character with a Called Strike of 20 can roll an 18 or whatever, and if his strike RESULT (that is roll with bonuses added) is equal to or greater than 20, gets to do critical (double) damage. Unlike other Critical Strikes, a natural roll (i.e. normal Critical Strike) doesn't add to the damage multiplier (so if, instead of an 18 plus bonuses, the character rolls a natural 20, they still only do double damage, not triple damage).
Coldcock: This is where a person bludgeons an opponent with the butt of his weapon. The character can inflict knockout attack on a target for 1D6 melees on a Natural roll. This attack must be declared before rolling to strike. This does not require the additional selection of W.P. Blunt.
Disarm Shot: Using a gun to shoot a weapon out of an opponent's hand requires an Aimed shot. The maneuver counts as one melee attack/action. Disarming an opponent does not mean the weapon falls into the hand of the character making the disarm move. True, the item is forced out of the victim's grasp, but it is either knocked away or falls to the ground. To disarm, roll to strike as usual - high roll wins. A failed disarming attack does no damage, but means one's opponent remains armed, is probably mad, and ready to strike back.
Double Tap: This allows the character to get off two (2) single shot attacks, in a single melee attack, at the same target, with half the usual Aimed Shot bonuses (rounding down). Both shots must be rolled. But there are some restrictions. First, the character must be within 10 feet (3m) of the target if using a pistol and 30 feet (9m) if using a submachine gun or rifle. Cannot be used with single action revolvers, or weapons that can only fire fully automatic. These ranges increase by +5 feet (1.5m) per level of experience if the character has a Weapon Kata with the weapon in question. Firing at a second target is possible, if they’re near (within five feet) each other, but the second shot has no bonuses and a -6 penalty to Strike.
Drive-by: This allows the character to fire bursts (short, long, or entire magazine) from a moving vehicle and is equivalent to spraying an area without being considered shooting wild. Short Drive-by attacks can hit 1D4/2 people, Long Drive-by attacks can hit 1D4 people, and Entire Magazine Drive-by attacks hit 2D4 people. Hitting an innocent bystander is even more likely than with normal sprays, 50% for Short Drive-bys, 75% for Long Drive-bys, and 90% for Entire Magazine Drive-bys. +1 to strike. Short Drive-bys count as one attack, Long Drive-bys count as two attacks, and Entire Magazine Drive-bys count as three attacks. [NOTE: Hey, Shades of Eternity, looks like Drive-bys no longer cost one attack ]
Head Shot/Death Blow: This attack allows the character to target the head (or any other equally difficult target) and hit it with the equivalent of Death Blow, that is double damage directly to hit points. This can only be done with weapons which are capable of firing single shots. This attack must be declared BEFORE rolling to strike and success depends on the unmodified Natural roll. Requires two attacks.
Leading: This is the act of aiming in the path of a moving object so the shot will hit where the target will be, instead of aiming where it's currently at. This bonus only offsets the standard penalty of -3 to hit targets moving slower than 40 mph (64 km) and -6 to hit targets moving 40 mph (64 km) or faster. If the bonus exceeds the penalty to hit the moving target, the remainder of the bonus is negated and does not count as a bonus to hit.
Pinning Fire: When using Pinning Fire, the character is saturating an area with a controlled spray of shots. Anyone in that area not protected by cover is automatically hit, but a dodge is still possible. Consequently, an attack roll is still required for the benefit of the defenders' dodge rolls. The number of targets that can be hit can not exceed half the number of shots in the burst (i.e., a 10 shot burst of Pinning fife can not damage more than five targets). Pinning Fire can be maintained for as long as the weapon's ammo holds out. Damage: Equal to a single shot. No damage multiples are applicable from bursts. Area of Effect: A Short Burst can cover a 2 meter/yard wide area. A Medium Burst can cover a 3 meter/yard wide area, and a Long Burst (including rail guns) can cover a 7 meter/yard wide area.
Pistol Whip: This is a special attack where the victim is slapped with the barrel of a pistol or revolver.
Pulled Shot: The ability to shoot to nick or wing, doing minimal damage; as little as one point of damage, never more than 40% of the usual damage. Typically performed to intimidate or warn an opponent, or to show off or have a little fun.
Ranged Combat modifiers: If the target is small or partially obscured by other people, obstacles, ground cover, smoke, etc., the shooter is -4 to strike, so he must roll a 16 or higher to hit. If the target is only barely visible (protected by dense cover) and only a tiny part of him can be seen for a second at a time, the penalty is be increased to -6. Small, difficult targets: typically -3 to strike. Aiming for an arm, the character is -3 to strike, and -2 to strike the leg. Striking a small moving target like the hands and feet then the attacker is -4 to strike. To strike a tiny unprotected area of an otherwise covered head/face (armor with an A.R. of 20), the attacker is -8 to strike.
Cover Modifiers:
Target is mostly exposed -2
Target is half exposed -3
Target is mostly under cover -6
Target is barely visible -8
Target is completely covered must shoot through object
Moving Targets: Target moving up to 45mph, running or leaping: and -3 to strike.
Target moving 40mph+: No bonuses and the nearest speed class available to the target’s speed, rounding the speed up to that speed class, determines the penalty. Examples; A target moving 50mph would be a speed class of 4, providing a -4 penalty to strike. A vehicle moving 600 mph would have a -26 penalty to shoot!
Shooting at someone mounted on a galloping horse is even worse; No bonuses and -8 to Strike the rider, but only the usual -3 if you want to aim for the horse itself.
Range, Point Blank: Strikes that are point blank (10ft or closer),automatically hit if the target is immobile (unconscious or tied up people, doors, etc.). Otherwise the shot needs five and better to hit.
Range, Melee: Shots (11feet to 60 feet) require five or better to hit.
Range, Short: Shots (61 to 200feet) require 8 or better to hit.
Range, Medium: Shots (200 to 500 feet) require rolls of 12 or better to hit.
Range, Long: Shots (500 feet to listed range of weapon) require rolls of 16 or better to hit.
Range, Beyond Effective Range: Can be attempted up to 30% farther than the Maximum Effective Range of any given weapon, but the shooter suffers a penalty depending on the type of weapon being used:
Firing beyond a black powder weapon's effective range: Arquebus, Matchlock and Wheel-lock it's only possible to get an extra 20 feet (6. lm), and then with a penalty of -8 to Strike and do only half damage. Black powder pistols, no matter what type, have a - 5 to Strike and a - 4 to Damage for the first 25 feet of extra range; the next 25 feet of extra range have a - 12 to Strike and - 10 to Damage, beyond that the bullet will be ineffective. All other black powder rifles have a - 5 to Strike and - 3 to Damage for every extra 25 feet beyond the effective range.
Firing beyond a weapon's effective range is possible but incurs a -2 penalty to the shot for every 25 feet (7.6m) beyond the effective range for bullet and other modern projectile weapons.
Firing beyond a weapon's effective range is possible but incurs a -1 penalty to the shot for every 25 feet (7.6m) beyond the effective range for energy weapons.
Shooting Down: Anyone firing down at earth-bound targets is at a natural advantage. Weapons fired down have double range, because gravity is helping to pull down the projectiles. There are no penalties for shooting down, except for normal distance modifiers. *Note: Energy weapons (with the exception of rail guns) are not affected by gravity.
Shooting Up: Characters on the ground are at a great disadvantage when shooting up. Everything, from gravity to the strange trajectory of the bullets, to distance, conspires against the ground-based shooter. Weapons firing up have only one half their normal range, because the bullets are fighting gravity. All shots made from the ground are at -4 to Strike penalty. *Note: Energy weapons (with the exception of rail guns) are not affected by gravity.
Rapid Reload: Rapid Reload allows a character to change magazines and attack in the same melee action. The attack counts as a Wild Attack, but this does not use two melee actions.
Shooting Blind: The usual penalty for shooting blind (-10 to strike) is half (-5 to strike). Penalties for striking invisible targets are also half.
Snap Shot: This is the ability to pop out from behind cover, fire either a short burst/pulse, or an Aimed shot with half bonuses, and return to the safety of cover, all in one melee attack. Not considered a Wild attack.
Speed Load: Basically this is an improved version of Rapid Reload. The character can reload and attack in a single melee action with no penalties and still retain HALF of all applicable bonuses to hit.
Walking Aim: Characters with this ability may walk at a fast pace (1/4 Speed max.) and still fire an Aimed shot with full bonuses and no Wild Shooting penalties.
Part IV of V
Firearm Martial Art Powers
Dancing Gun Atemi: This is a specialized atemi attack which must be used with a firearm. When the character uses this atemi strike, he can make the target of the attack dance by aiming at his feet. The character must roll to strike for each time the atemi attack is attempted, failure means that the victim has been struck by a bullet, and cannot be made to dance.
Dodge Bullets! The character is so familiar with weapons, trajectory, the use of guns and the psychology of gunmen, that he can anticipate and react to people shooting at him. Thus, he can attempt to dodge or parry any attack he can see aimed at him. His usual dodge and parry bonuses are reduced by half, but no other penalties (including the notorious -10 to dodge rule) apply.
Enlightened Ammunition: This is a zenjoriki power which allows the character to cut and paste those individual segments of time, allowing the character to shoot a firearm without running out of ammunition. The effects of this zenjoriki power typically last 1D6 times longer than the weapon would normally be able to fire before having to reload (i.e. if the weapon normally holds 10 rounds and a three is rolled, the character could shoot 30 rounds before having to reload the weapon).
Extended Range: The character can accurately aim and shoot farther than is normally expected for any given weapon. Increase range 10% per level of experience.
Magic Wand: This is a unique martial art technique which involves pointing a firearm at a target and ordering them to perform a task. The victim must roll to save against Magic. Failure means the victim has no choice but to perform the task. Success means the victim does not have to perform the task, however failure to do the task usually results in the death of the victim.
Sense if Gun is in Working Condition and Loaded: Knows instantly if a weapon is in working (though it may be imperfect) condition and loaded. Can also take apart, clean, unjam, reload and repair any gun in one tenth the time it takes most other people; i.e., a few seconds (two melee actions) to reload, unjam or take apart handguns (double that time for rifles), to 1D6+1 minutes to make basic repairs or do a thorough cleaning.
Sense Exact Ammunition Count: Being one with his weapons, the character always knows exactly how much ammunition they contain, second by second, like a digital counter is in his head. Can never be caught by surprise by ammo running out unexpectedly. He also knows when the weapon has been fired by someone else, approximately how long ago that was, and whether it has been tampered with, booby-trapped or damaged in any way.
Teleport Guns: Can make two guns appear in his hands at will, loaded and ready for action (or just two full ammo clips); counts as two melee attacks/actions. The guns must belong to the character and be stored or concealed within a 10 mile (16 km) radius of the character to be summoned. Can also teleport his guns to one secret location (home or supply depot) in the same fashion. Can not teleport other objects or anything tied to his weapons, guns only, and the guns must always belong to the character.
Use Flawed Guns: As long as the weapon can fire, the character can adjust to any flaws, imbalances, and defects or imperfection the weapon may have (i.e., does not suffer from any penalties from an old, flawed, or damaged weapon).
Woo Fu: This is a special leaping technique in which the character can perform a leap dodge while simultaneously firing a pistol or revolver. The character has no penalties to dodge or strike, but no bonuses either (this technique can be used to dodge bullets/energy blasts without a dodge penalty).
Dancing Gun Atemi: This is a specialized atemi attack which must be used with a firearm. When the character uses this atemi strike, he can make the target of the attack dance by aiming at his feet. The character must roll to strike for each time the atemi attack is attempted, failure means that the victim has been struck by a bullet, and cannot be made to dance.
Dodge Bullets! The character is so familiar with weapons, trajectory, the use of guns and the psychology of gunmen, that he can anticipate and react to people shooting at him. Thus, he can attempt to dodge or parry any attack he can see aimed at him. His usual dodge and parry bonuses are reduced by half, but no other penalties (including the notorious -10 to dodge rule) apply.
Enlightened Ammunition: This is a zenjoriki power which allows the character to cut and paste those individual segments of time, allowing the character to shoot a firearm without running out of ammunition. The effects of this zenjoriki power typically last 1D6 times longer than the weapon would normally be able to fire before having to reload (i.e. if the weapon normally holds 10 rounds and a three is rolled, the character could shoot 30 rounds before having to reload the weapon).
Extended Range: The character can accurately aim and shoot farther than is normally expected for any given weapon. Increase range 10% per level of experience.
Magic Wand: This is a unique martial art technique which involves pointing a firearm at a target and ordering them to perform a task. The victim must roll to save against Magic. Failure means the victim has no choice but to perform the task. Success means the victim does not have to perform the task, however failure to do the task usually results in the death of the victim.
Sense if Gun is in Working Condition and Loaded: Knows instantly if a weapon is in working (though it may be imperfect) condition and loaded. Can also take apart, clean, unjam, reload and repair any gun in one tenth the time it takes most other people; i.e., a few seconds (two melee actions) to reload, unjam or take apart handguns (double that time for rifles), to 1D6+1 minutes to make basic repairs or do a thorough cleaning.
Sense Exact Ammunition Count: Being one with his weapons, the character always knows exactly how much ammunition they contain, second by second, like a digital counter is in his head. Can never be caught by surprise by ammo running out unexpectedly. He also knows when the weapon has been fired by someone else, approximately how long ago that was, and whether it has been tampered with, booby-trapped or damaged in any way.
Teleport Guns: Can make two guns appear in his hands at will, loaded and ready for action (or just two full ammo clips); counts as two melee attacks/actions. The guns must belong to the character and be stored or concealed within a 10 mile (16 km) radius of the character to be summoned. Can also teleport his guns to one secret location (home or supply depot) in the same fashion. Can not teleport other objects or anything tied to his weapons, guns only, and the guns must always belong to the character.
Use Flawed Guns: As long as the weapon can fire, the character can adjust to any flaws, imbalances, and defects or imperfection the weapon may have (i.e., does not suffer from any penalties from an old, flawed, or damaged weapon).
Woo Fu: This is a special leaping technique in which the character can perform a leap dodge while simultaneously firing a pistol or revolver. The character has no penalties to dodge or strike, but no bonuses either (this technique can be used to dodge bullets/energy blasts without a dodge penalty).
Part V of V
Revised Modern Weapon Proficiences
While these weapons aren't necessarily 'modern,' they cover weapons which are used in 'modern times.' Modern weapons are divided into four sub-categories; Black Powder, Energy, General, and Military. The biggest change to the way modern weapons work is the separation between hand to hand attacks and the number of shots which can be fired by someone possessing a weapon proficiency. Since many ancient projectile weapons have used a separated rate of fire to determine the number of shots rather than hand to hand attacks, there is no reason why modern weapons should be any different, especially in cases where the weapon is physically incapable of being fired equivalent to the character's number of hand to hand attacks. Rather than use a wildly diverging system for determining the number of attacks, these weapons typically use the equivalent of Hand to Hand Expert to determine how many aimed shots the character can fire with the appropriate W.P. For characters with no W.P., use the standard equivalent of No Hand to Hand Combat to determine number of times the weapon can be fired (i.e. at first level the character would have one aimed shot, two non-attack actions (useful with those doubled reload times) and an additional aimed shot at levels three and nine, with two additional non-attack actions at levels six and nine-the additional non-attack actions will be especially useful for determining the equivalent actions available in hand to hand combat). To determine total number of actions in combat when a character is using a variety of methods of combat (i.e. magic, hand to hand, projectile weapon, modern weapon), divide the number of actions for the two (or more) types of combat used.
Example: A first level character with Hand to Hand Basic (and boxing), W.P. Bow, W.P. Automatic Pistol, and spell casting abilities wants to engage in combat. His number of attacks are five hand to hand attacks, two bow attacks, four automatic pistol attacks or two magic attacks. The character could fire two pistol shots for every bow attack or cast two spells for every bow attack. Firing a bow or casting a spell would use three hand to hand attacks for the first arrow or spell and two for the second. Firing a pistol would use two hand to hand attacks for the first pistol shot and one hand to hand attack for each remaining pistol shot. When trying to determine an action that doesn't fall under any of these categories, use hand to hand attacks as the default to determine total number of actions. Of course this method does slow down combat somewhat, especially when the character has wildly varying attacks depending on the method used, but I find it to be more accurate than just basing a character's actions off their number of hand to hand attacks.
Black Powder Weapons
Arquebus & Matchlock: These include all hand-held black powder weapons that need a source of intense heat to be "fired." Including Arquebuses, Matchlocks and Serpentine Locks.
Aimed: + 1 to Strike. +1 to strike at levels 4, 7, 10, and 13.
Rate Of Fire:
Arquebus: It always, regardless of skill level, takes at least a full melee round to reload an Arquebus. That means if you fire one at the beginning of Melee Round #1, you'll spend the rest of Round #1 and Round #2 reloading, and the weapon won't be ready to fire again until the start of Melee Round #3.
Matchlock: At first level a character can fire at the beginning of a melee round, and reload fast enough to be ready to fire at the beginning of the following melee round. At fourth level the character can fire, reload, fire, and reload again in a single melee round. At tenth level it's possible to shoot, reload, shoot, reload, shoot, and reload in a single melee round, for a total of three shots per melee round.
Black Powder Grenades: Use of Black powder grenades and landmines as well as primitive smoke/chemical grenades.
Unlike most weapons, the Strike roll for a grenade must be a 6 or better to Strike. Successfully Dodging a grenade does not escape it altogether, just enough to take half damage. Everyone else in range of an exploding grenade also takes half damage. NOTE: Anyone can Roll with Punch/Fall/Impact to further reduce the damage from a grenade attack (half damage to direct target, quarter damage to everyone in blast radius).
Grenade Throwing: The maximum range for throwing most grenades is 10 feet (3m) for every point of P.S., so a character with a P.S. of 15 can throw a grenade 150 feet. Black Powder grenades were often much heavier than their modern counterparts and so could only be thrown about half the usual distance. NOTE: Maximum throwing range for Extraordinary P.S. is 20 feet (6m) for every point of P.S., Superhuman P.S. is 30 feet (9m), and Supernatural P.S. is 40 feet (12m).
Grenade Mishaps: Early, pre-Twentieth Century, grenades had the same problems with misfires as the early guns. Use the Misfire Table for results.
Misfire Rate: 15% for Grenades with Burning Fuses, 10% for Grenades with Percussion Caps.
Black Powder Heavy: Use of black powder howitzers, mortars, and cannons. (In progress)
Cap & Ball Pistol: Although these guns look like contemporary revolvers, they aren't as easy to load. Each chamber of the revolving cylinder must be loaded with a separate charge of gunpowder, a ball/bullet and a percussion cap.
Aimed: + 3 to Strike. +1 to strike at levels 4, 7, 10, and 13.
Rate Of Fire: Each chamber of a percussion cap revolver takes a full melee round for reloading. Note that many revolvers come with spare cylinders, so a character can just remove the empty cylinder and replace it with a full one in a single melee round.
Flintlock Rifle or Pistol: Includes any weapons that rely on striking flint to steel for their firing mechanism. This skill includes the use of Flintlock Rifles, Flintlock Pistols, Doglock Pistols, Miquelet Locks, Pyrites Locks and Snaphance/Snapping-Matchlocks.
Aimed: + 2 to Strike. +1 to strike at levels 4, 7, 10, and 13.
Rate Of Fire: At first level a character can fire at the beginning of a melee round, and reload in time to be ready to fire at the beginning of the following melee round. At third level the character can fire, reload, fire, and reload again in a single melee round. At seventh level it's possible to shoot, reload, shoot, reload, shoot, and reload in a single melee round, for a total of three shots per melee round. Twelfth level expertise allows for shooting and reloading four times in a single melee round, still leaving the weapon loaded for the beginning of the next melee.
Percussion Cap Rifle: These rifles require loading of three separate elements, the gunpowder, the bullet or ball, and the percussion cap.
Aimed: + 3 to Strike. +1 to strike at levels 4, 7, 10, and 13.
Rate Of Fire: At first level a character can fire at the beginning of a melee round, and reload fast enough to be ready to fixe at the beginning of the following melee round. At fourth the character can fife, reload, fire, and reload again in a single melee round. At tenth level it's possible to shoot, reload, shoot, reload, shoot, and reload in a single melee round, for a total of three shots per melee round.
Wheellock Rifle or Pistol: Includes any weapons that have a complicated spring mechanism that fires by generating sparks.
Aimed: + 2 to Strike. +1 to strike at levels 4, 7, 10, and 13.
Rate Of Fire: At first level a character can fire at the beginning of a melee round, and reload fast enough to be ready to fire at the beginning of the following melee round. At fourth level the character can fire, reload, fire, and reload again in a single melee round. At tenth level it's possible to shoot, reload, shoot, reload, shoot, and reload in a single melee round, for a total of three shots per melee round.
Energy Weapons
Energy Pistol: Includes lasers and all types of energy firing small arms.
Aimed: +3 to strike
Burst: +1 to strike
+1 to strike at levels 4, 7, 10, and 14.
Rate Of Fire: Four Aimed shots at level one, with one additional attack gained at levels 4, 9, and 14.
Time to Reload: One magazine/clip takes one melee action to reload.
Energy Rifle: Includes all long range energy firing rifles.
Aimed: +3 to strike
Burst: +1 to strike
+1 to strike at levels 4, 7, 10, and 14.
Rate Of Fire: Four Aimed shots at level one, with one additional attack gained at levels 4, 9, and 14.
Time to Reload: One magazine/clip takes one melee action to reload.
Heavy Energy Weapons: Includes plasma ejector, rail guns, and similar high-tech weapons.
Aimed: +3 to strike
Burst: +1 to strike
+1 to strike at levels 4, 7, 10, and 14.
Rate Of Fire: Four Aimed shots at level one, with one additional attack gained at levels 4, 9, and 14.
Time to Reload: One magazine/clip takes one melee action to reload. Belts (when loading rail guns so equipped) require two melee attacks to reload, however this can be divided among two people to effectively load the weapon in half the time.
General Modern Weapons
Automatic Pistol: Use of automatic pistols.
Aimed: +3 to strike
Burst: +1 to strike
+1 to strike at levels 4, 7, 10, and 14.
Rate Of Fire: Four Aimed shots at level one, with one additional attack gained at levels 4, 9, and 14.
Time to Reload: One magazine/clip takes one melee action to reload.
Bolt Action Rifle: Use of bolt action rifles. Includes most hunting rifles; not an automatic firing weapon.
Aimed: +3 to strike
Burst: +1 to strike
+1 to strike at levels 4, 7, 10, and 14.
Rate Of Fire: Four Aimed shots at level one, with one additional attack gained at levels 4, 9, and 14.
Time to Reload: Takes one melee round (15 seconds) to reload.
Dartgun: Use of tranquilizing dart guns and some flechette weapons.
Aimed: +3 to strike
Burst: +1 to strike
+1 to strike at levels 4, 7, 10, and 14.
Rate Of Fire: Four Aimed shots at level one, with one additional attack gained at levels 4, 9, and 14.
Time to Reload: One magazine/clip takes one melee action to reload. Versions without magazines require one melee round (15 seconds) to reload.
Fully Automatic & Semi-Automatic Rifle: Use of auto and semiauto rifles. Automatic means the weapon keeps firing while the trigger is depressed and until the trigger is released or the rounds are all expended. Semi Automatic means each time the trigger is pulled, one bullet is fired.
Aimed: +3 to strike
Burst: +1 to strike
+1 to strike at levels 4, 7, 10, and 14.
Rate Of Fire: Four Aimed shots at level one, with one additional attack gained at levels 4, 9, and 14.
Time to Reload: One magazine/clip takes one melee action to reload.
Harpoon/Speargun: Use of undersea spear launching guns. Proficiency with the harpoon gun.
Aimed: +3 to strike
Burst: +1 to strike
+1 to strike at levels2, 4, 7, 10, and 15.
Rate Of Fire: Four Aimed shots at level one, with one additional attack gained at levels 4, 9, and 14.
Time to Reload: One spear can be loaded per melee action.
Paired Weapons: Revolver & Pistol: This is a special skill that costs two skill selections and cannot be chosen as a secondary skill. With this skill the character can draw and shoot two handguns simultaneously at the same target, inflicting full damage from both weapons, but counts as one melee attack!
In alternative, the two-gun attack can be divided between two different targets visible to the shooter and within his range of peripheral vision. The divided attack counts as one simultaneous melee action against two different foes. The shooter must roll two separate times to hit each target (roll to strike for each) and the bonuses to strike are reduced by half. Note: Parrying is not possible when two handguns are being used as paired weapons, but the character can dodge (which typically uses up one of his attacks) and counter by shooting.
Paired Weapons: Swashbuckler: This is a special skill that costs two skill selections and cannot be chose as a secondary skill. With this skill the character can wield a one-handed melee weapon in one hand while firing a one-handed ranged weapon with the other. The character can:
Fire the ranged weapon and parry with the melee weapon simultaneously.
Do simultaneous attacks against one target. Both weapons hit as one attack and the defender can only parry the melee weapon (however, the defender can still dodge).
Divide attacks between two different targets visible to the character and within the range of peripheral vision. The divided attack counts as one simultaneous melee action against two different foes. The character must roll two seperate times to hit each target (roll to strike for each) and the bonuses to strike are reduced by half. The ranged attack is considered an aimed shot, but at half normal bonuses.
Quick-Draw: Handguns & Rifles: This is a special initiative bonus. The full bonus applies only to the use of handguns (i.e. Derringers, revolvers and pistols), reduce by half when using rifles (any kind) and shotguns. Not applicable to the use of rail guns, artillery, explosives, hand grenades, power armor, or weapons built into vehicles (no bonus).
Provided here are two options to help balance out the use of this skill.
Option 1: Only applies at the beginning of a melee. If the character does not win initiative, they can not draw and fire their weapon one attack..
Option 2: Unless they win initiative at the beginning of a melee, any quick draw attack is done without any bonuses.
Revolver: Use of revolvers.
Aimed: +4 to strike
Burst: +1 to strike
+1 to strike at levels 4, 7, 10, and 14.
Rate Of Fire: Four Aimed shots at level one, with one additional attack gained at levels 4, 9, and 14.
Time to Reload: A speed-loader takes one melee action to reload. Hand loading takes one melee round (15 seconds) to reload.
Sharpshooting: Modern: Any Man of Arms O.C.C. can select the W.P. Sharpshooting skill. However, they have to sacrifice two "other" skill selections for each W.P. Sharpshooting skill. Sharpshooting is not available as a secondary skill. The character must have first spent one skill selection on a desired W.P. skill before the Sharpshooting skill can be selected. Once the W.P. weapon type has been selected, the sharpshooting skill can be added to it at cost of two "other" skill selections. The Sharpshooting skill bonuses are then added to those of the normal weapon proficiency for that specific type of weapon. Remember, each individual W.P. skill requires the selection of separate sharpshooting skill if the character wants to be a specialist in that weapon. Just because a character is a sharp shooter with an energy rifle doesn't mean he is a sharpshooter with an automatic rifle, revolver, energy pistols, or any other weapon. The sharpshooting skill can be combined with all the modern weapon proficiencies, except Black Powder Grenades, Black Powder Heavy, Artillery, Flamethrower, Grenade, Grenade Launcher, Infantry Missiles, Machine Gun, Mortar, Torpedo, Vehicle Mounted Weapons, and Heavy Energy Weapons.
* W.P. Sharpshooting Bonuses: +2 to strike with Aimed Shot and +1 with Bursts. All bonuses are in addition to the conventional W.P. bonuses.
* The Bonus Attack: +1 additional shooting melee attack when using that specific weapon for the entire melee round. Add one attack with that weapon at levels 4, 8, and 12.
Shotgun: All types of pump, breech-loading, semi-automatic, and fully automatic shotguns.
Aimed: +3 to strike
Burst: -1 to strike for a three round short burst (semi-auto). For characters with P.S. <20, fully auto bursts are -2 to strike for each shot after the first in a cumulative manner, so shot number two is -2, shot number three -4, shot number four -6, and so on. Characters with P.S. >20 are -2 to strike on long bursts and -4 to strike on full melee bursts. Characters with P.S.>28 , Extraordinary, Superhuman or Supernatural P.S.>20 can fire with only a -1 to strike on bursts.
+1 to strike at levels 4, 7, 10, and 14.
Rate Of Fire: Four Aimed shots at level one, with one additional attack gained at levels 4, 9, and 14.
Pump: Can fire 2-6 rounds before needing to be reloaded. Each shot counts as one melee attack. It takes two melee actions to reload.
Breech-Load: Single Barrel shotguns can fire one round . Double barrel shotguns can fire one or both rounds simultaneously (the latter doing double damage). A single or double blast counts as one melee attack. It takes two melee actions to reload
Semi-Auto: Can fire single shots or short bursts (only). Clip magazine has 6-8 shots, a drum magazine has 12-20 rounds. Magazines take one melee action to reload.
Fully Auto: Very rare and can only be used by a gunman with a P.S. of 20 or greater, otherwise the recoil is overwhelming, plus the character is likely to be staggered, with a 01-40% chance of being knocked off his feet. Clip magazine has 8 shots, a drum magazine has 20 rounds.
Submachine Gun: Use of machine guns that fire pistol ammunition, machine pistols, and personal defense weapons.
Aimed: +3 to strike
Burst: +1 to strike
+1 to strike at levels 4, 7, 10, and 14.
Rate Of Fire: Four Aimed shots at level one, with one additional attack gained at levels 4, 9, and 14.
Time to Reload: One magazine/clip takes one melee action to reload.
Trick Shooting: Any Man of Arms O.C.C. can pick one trick when the W.P. Trick Shooting skill is selected. Selecting Trick Shooting more than once can be used to gain additional tricks.
1) Can fire a traditional two-handed weapon, like a rifle, one handed.
2) Can shoot over his shoulder by holding up a mirror and aiming at his reflection.
3) Accurately shoot while riding a horse or moving vehicle (normally a wild shot), but strike bonuses are halved and a called shot is impossible.
4) Shoot accurately while standing on head or hanging upside down; all bonuses applicable.
5) Roll or somersault and come up shooting (normally a wild shot), no bonuses or penalties; straight roll of the dice.
6) Ricochet shot, can bounce bullets, arrows, sling bullets, and other fired projectiles (depending on the specific W.P.) off of one surface and angle the shot in such a way that the projectile ricochets/bounces off and hits a different/second target (inflicts only one point of damage to the first surface and full damage to the second). This can also be done with laser weapons but the ricocheting surface must be mirrored or highly polished. Glitter Boys are excellent reflective surfaces for performing a ricochet laser shot.
Military Weapons
Artillery: Covers all vehicle sized cannons and howitzers, as well as vehicle mounted missile weapons.
Assault Rifle: Automatic rifles.
Aimed: +3 to strike
Burst: +1 to strike
+1 to strike at levels 4, 7, 10, and 14.
Rate Of Fire: Four Aimed shots at level one, with one additional attack gained at levels 4, 9, and 14.
Time to Reload: One magazine/clip takes one melee action to reload.
Flamethrower: A modem weapon proficiency (obviously), the flamethrower is designed to project flame over an area. They can mow down the opposition, and be used to deny an area with flames. Flamethrowers are sometimes found turret-mounted on vehicles. A flamethrower is a good fear weapon. Nobody wants to get burnt. As such, a flamethrower in the hands of a character with this skill has an effective Horror Factor of 10. Bonuses to strike are as per modem weapon proficiencies, but aimed shots are impossible.
Special Rule: Flamethrowers inflict damage regardless of body armor, unless the armor is fully environmental and sealed. Otherwise the flames lick exposed flesh and body armor alike, inflicting half damage to the wearer and half to the armor.
Aimed: +3 to strike
Burst: +1 to strike
+1 to strike at levels 2, 6, and 14.
Rate Of Fire: All fire-based weapons can fire but once per melee round. Because of the stream of fire, the attack is always Shooting Wild, Short Burst/One Target or Shooting Wild, Long Burst Spray.
Time to Reload: Small flamethrowers (and held or small, improvised versions) take one melee to reload if grabbing another canister of fuel. Large, portable flamethrowers take 1D4 minutes to reload by replacing fuel cannisters. Both versions take several minutes (2D6 for a small tank, 1D4x10 for a large tank) to refill. Vehicle mounted flamethrowers take 2D6 minutes to swap fuel cells and 1D6x10 minutes to refill.
Grenade: Think just anyone can chuck a grenade? If your answer is yes, then you might want to think again. Sure, tossing a grenade takes all the intelligence of your average chimpanzee. Figuring out when to throw the grenade is another matter. First off not all grenades are fitted with the same delay rate. Some have a five second delay, some three seconds, some can be adjusted to a variable rate. There's even some Soviet grenades that have a zero delay, they go off as soon as you pull the pin!
Unlike most weapons, the Strike roll for a grenade must be a six or better to Strike. Successfully Dodging a grenade does not escape it altogether, just enough to take half damage. Everyone else in range of an exploding grenade also takes half damage. NOTE: Anyone can Roll with Punch/Fall/Impact to further reduce the damage from a grenade attack (half damage to direct target, quarter damage to everyone in blast radius).
Grenade Throwing: The maximum range for throwing most grenades is 10 feet (3m) for every point of P.S., so a character with a P.S. of 15 can throw a grenade 150 feet. NOTE: Maximum throwing range for Extraordinary P.S. is 20 feet (6m) for every point of P.S., Superhuman P.S. is 30 feet (9m), and Supernatural P.S. is 40 feet (12m).
Grenade Launcher: Any device, including certain rifle models, that fire grenades.
Aimed: +3 to strike
Burst: +1 to strike
+1 to strike at levels 3, 7, and 11.
Rate Of Fire: Four Aimed shots at level one, with one additional attack gained at levels 4, 9, and 14.
Time to Reload: One grenade can be loaded per melee attack/action.
Infantry Missiles: Includes most small hand held missiles and missile type anti-tank and surface-to-air missile weapons.
Aimed: +3 to strike
Burst: +1 to strike
+1 to strike at levels 4, 7, 10, and 14.
Rate Of Fire: Varies from missile launcher to missile launcher, typically one missile per melee. With multi-tube missile launchers (i.e. the M202 used by the US Army, a four shot, 66mm HEAT weapon) or futuristic missile launchers with magazines or cylinders (i.e. the Coalition CTT-M20 Missile Rifle), use the individual weapon description to determine rate of fire.
Time to Reload: Takes one melee round (15 seconds) to reload.
Machine Gun: Any device which shoots large amounts of bullets.
Aimed: +3 to strike
Burst: +1 to strike
+1 to strike at levels 4, 7, 10, and 14.
Rate Of Fire: Four Aimed shots at level one, with one additional attack gained at levels 4, 9, and 14.
Time to Reload: One magazine/clip takes one melee action to reload (when applicable). Belts require two melee attacks to reload, however this can be divided among two people to effectively load the machine-gun in half the time.
Mortar: These are man portable artillery weapons that consist of a tube and small self-propelled bombs that shoot out of the tube.
Aimed: +3 to strike
Burst: +1 to strike
+1 to strike at levels 4, 7, 10, and 14.
Rate Of Fire: Four Aimed shots at level one, with one additional attack gained at levels 4, 9, and 14.
Time to Reload: One mortar shell can be loaded in one melee attack/action.
Torpedo: Use of submarine torpedo. Maintenance and a keen understanding of a torpedo's speed, range, trajectory, and most effective use.
Aimed: +3 to strike
Burst: +1 to strike
+1 to strike at levels 2, 6, and 12. +1 to strike with depth charge at level four.
Vehicle Mounted Weapons: Includes grenade launchers, light, medium, and heavy machine guns. This also includes such weapons as tank guns, self-propelled artillery, missile launchers, and shipboard guns.
Aimed: +3 to strike
Burst: +1 to strike
+1 to strike at levels 4, 7, 10, and 14.
Rate Of Fire: Four Aimed shots at level one, with one additional attack gained at levels 4, 9, and 14.
Time to Reload: As per weapon type, see individual weapon proficiencies.
While these weapons aren't necessarily 'modern,' they cover weapons which are used in 'modern times.' Modern weapons are divided into four sub-categories; Black Powder, Energy, General, and Military. The biggest change to the way modern weapons work is the separation between hand to hand attacks and the number of shots which can be fired by someone possessing a weapon proficiency. Since many ancient projectile weapons have used a separated rate of fire to determine the number of shots rather than hand to hand attacks, there is no reason why modern weapons should be any different, especially in cases where the weapon is physically incapable of being fired equivalent to the character's number of hand to hand attacks. Rather than use a wildly diverging system for determining the number of attacks, these weapons typically use the equivalent of Hand to Hand Expert to determine how many aimed shots the character can fire with the appropriate W.P. For characters with no W.P., use the standard equivalent of No Hand to Hand Combat to determine number of times the weapon can be fired (i.e. at first level the character would have one aimed shot, two non-attack actions (useful with those doubled reload times) and an additional aimed shot at levels three and nine, with two additional non-attack actions at levels six and nine-the additional non-attack actions will be especially useful for determining the equivalent actions available in hand to hand combat). To determine total number of actions in combat when a character is using a variety of methods of combat (i.e. magic, hand to hand, projectile weapon, modern weapon), divide the number of actions for the two (or more) types of combat used.
Example: A first level character with Hand to Hand Basic (and boxing), W.P. Bow, W.P. Automatic Pistol, and spell casting abilities wants to engage in combat. His number of attacks are five hand to hand attacks, two bow attacks, four automatic pistol attacks or two magic attacks. The character could fire two pistol shots for every bow attack or cast two spells for every bow attack. Firing a bow or casting a spell would use three hand to hand attacks for the first arrow or spell and two for the second. Firing a pistol would use two hand to hand attacks for the first pistol shot and one hand to hand attack for each remaining pistol shot. When trying to determine an action that doesn't fall under any of these categories, use hand to hand attacks as the default to determine total number of actions. Of course this method does slow down combat somewhat, especially when the character has wildly varying attacks depending on the method used, but I find it to be more accurate than just basing a character's actions off their number of hand to hand attacks.
Black Powder Weapons
Arquebus & Matchlock: These include all hand-held black powder weapons that need a source of intense heat to be "fired." Including Arquebuses, Matchlocks and Serpentine Locks.
Aimed: + 1 to Strike. +1 to strike at levels 4, 7, 10, and 13.
Rate Of Fire:
Arquebus: It always, regardless of skill level, takes at least a full melee round to reload an Arquebus. That means if you fire one at the beginning of Melee Round #1, you'll spend the rest of Round #1 and Round #2 reloading, and the weapon won't be ready to fire again until the start of Melee Round #3.
Matchlock: At first level a character can fire at the beginning of a melee round, and reload fast enough to be ready to fire at the beginning of the following melee round. At fourth level the character can fire, reload, fire, and reload again in a single melee round. At tenth level it's possible to shoot, reload, shoot, reload, shoot, and reload in a single melee round, for a total of three shots per melee round.
Black Powder Grenades: Use of Black powder grenades and landmines as well as primitive smoke/chemical grenades.
Unlike most weapons, the Strike roll for a grenade must be a 6 or better to Strike. Successfully Dodging a grenade does not escape it altogether, just enough to take half damage. Everyone else in range of an exploding grenade also takes half damage. NOTE: Anyone can Roll with Punch/Fall/Impact to further reduce the damage from a grenade attack (half damage to direct target, quarter damage to everyone in blast radius).
Grenade Throwing: The maximum range for throwing most grenades is 10 feet (3m) for every point of P.S., so a character with a P.S. of 15 can throw a grenade 150 feet. Black Powder grenades were often much heavier than their modern counterparts and so could only be thrown about half the usual distance. NOTE: Maximum throwing range for Extraordinary P.S. is 20 feet (6m) for every point of P.S., Superhuman P.S. is 30 feet (9m), and Supernatural P.S. is 40 feet (12m).
Grenade Mishaps: Early, pre-Twentieth Century, grenades had the same problems with misfires as the early guns. Use the Misfire Table for results.
Misfire Rate: 15% for Grenades with Burning Fuses, 10% for Grenades with Percussion Caps.
Black Powder Heavy: Use of black powder howitzers, mortars, and cannons. (In progress)
Cap & Ball Pistol: Although these guns look like contemporary revolvers, they aren't as easy to load. Each chamber of the revolving cylinder must be loaded with a separate charge of gunpowder, a ball/bullet and a percussion cap.
Aimed: + 3 to Strike. +1 to strike at levels 4, 7, 10, and 13.
Rate Of Fire: Each chamber of a percussion cap revolver takes a full melee round for reloading. Note that many revolvers come with spare cylinders, so a character can just remove the empty cylinder and replace it with a full one in a single melee round.
Flintlock Rifle or Pistol: Includes any weapons that rely on striking flint to steel for their firing mechanism. This skill includes the use of Flintlock Rifles, Flintlock Pistols, Doglock Pistols, Miquelet Locks, Pyrites Locks and Snaphance/Snapping-Matchlocks.
Aimed: + 2 to Strike. +1 to strike at levels 4, 7, 10, and 13.
Rate Of Fire: At first level a character can fire at the beginning of a melee round, and reload in time to be ready to fire at the beginning of the following melee round. At third level the character can fire, reload, fire, and reload again in a single melee round. At seventh level it's possible to shoot, reload, shoot, reload, shoot, and reload in a single melee round, for a total of three shots per melee round. Twelfth level expertise allows for shooting and reloading four times in a single melee round, still leaving the weapon loaded for the beginning of the next melee.
Percussion Cap Rifle: These rifles require loading of three separate elements, the gunpowder, the bullet or ball, and the percussion cap.
Aimed: + 3 to Strike. +1 to strike at levels 4, 7, 10, and 13.
Rate Of Fire: At first level a character can fire at the beginning of a melee round, and reload fast enough to be ready to fixe at the beginning of the following melee round. At fourth the character can fife, reload, fire, and reload again in a single melee round. At tenth level it's possible to shoot, reload, shoot, reload, shoot, and reload in a single melee round, for a total of three shots per melee round.
Wheellock Rifle or Pistol: Includes any weapons that have a complicated spring mechanism that fires by generating sparks.
Aimed: + 2 to Strike. +1 to strike at levels 4, 7, 10, and 13.
Rate Of Fire: At first level a character can fire at the beginning of a melee round, and reload fast enough to be ready to fire at the beginning of the following melee round. At fourth level the character can fire, reload, fire, and reload again in a single melee round. At tenth level it's possible to shoot, reload, shoot, reload, shoot, and reload in a single melee round, for a total of three shots per melee round.
Energy Weapons
Energy Pistol: Includes lasers and all types of energy firing small arms.
Aimed: +3 to strike
Burst: +1 to strike
+1 to strike at levels 4, 7, 10, and 14.
Rate Of Fire: Four Aimed shots at level one, with one additional attack gained at levels 4, 9, and 14.
Time to Reload: One magazine/clip takes one melee action to reload.
Energy Rifle: Includes all long range energy firing rifles.
Aimed: +3 to strike
Burst: +1 to strike
+1 to strike at levels 4, 7, 10, and 14.
Rate Of Fire: Four Aimed shots at level one, with one additional attack gained at levels 4, 9, and 14.
Time to Reload: One magazine/clip takes one melee action to reload.
Heavy Energy Weapons: Includes plasma ejector, rail guns, and similar high-tech weapons.
Aimed: +3 to strike
Burst: +1 to strike
+1 to strike at levels 4, 7, 10, and 14.
Rate Of Fire: Four Aimed shots at level one, with one additional attack gained at levels 4, 9, and 14.
Time to Reload: One magazine/clip takes one melee action to reload. Belts (when loading rail guns so equipped) require two melee attacks to reload, however this can be divided among two people to effectively load the weapon in half the time.
General Modern Weapons
Automatic Pistol: Use of automatic pistols.
Aimed: +3 to strike
Burst: +1 to strike
+1 to strike at levels 4, 7, 10, and 14.
Rate Of Fire: Four Aimed shots at level one, with one additional attack gained at levels 4, 9, and 14.
Time to Reload: One magazine/clip takes one melee action to reload.
Bolt Action Rifle: Use of bolt action rifles. Includes most hunting rifles; not an automatic firing weapon.
Aimed: +3 to strike
Burst: +1 to strike
+1 to strike at levels 4, 7, 10, and 14.
Rate Of Fire: Four Aimed shots at level one, with one additional attack gained at levels 4, 9, and 14.
Time to Reload: Takes one melee round (15 seconds) to reload.
Dartgun: Use of tranquilizing dart guns and some flechette weapons.
Aimed: +3 to strike
Burst: +1 to strike
+1 to strike at levels 4, 7, 10, and 14.
Rate Of Fire: Four Aimed shots at level one, with one additional attack gained at levels 4, 9, and 14.
Time to Reload: One magazine/clip takes one melee action to reload. Versions without magazines require one melee round (15 seconds) to reload.
Fully Automatic & Semi-Automatic Rifle: Use of auto and semiauto rifles. Automatic means the weapon keeps firing while the trigger is depressed and until the trigger is released or the rounds are all expended. Semi Automatic means each time the trigger is pulled, one bullet is fired.
Aimed: +3 to strike
Burst: +1 to strike
+1 to strike at levels 4, 7, 10, and 14.
Rate Of Fire: Four Aimed shots at level one, with one additional attack gained at levels 4, 9, and 14.
Time to Reload: One magazine/clip takes one melee action to reload.
Harpoon/Speargun: Use of undersea spear launching guns. Proficiency with the harpoon gun.
Aimed: +3 to strike
Burst: +1 to strike
+1 to strike at levels2, 4, 7, 10, and 15.
Rate Of Fire: Four Aimed shots at level one, with one additional attack gained at levels 4, 9, and 14.
Time to Reload: One spear can be loaded per melee action.
Paired Weapons: Revolver & Pistol: This is a special skill that costs two skill selections and cannot be chosen as a secondary skill. With this skill the character can draw and shoot two handguns simultaneously at the same target, inflicting full damage from both weapons, but counts as one melee attack!
In alternative, the two-gun attack can be divided between two different targets visible to the shooter and within his range of peripheral vision. The divided attack counts as one simultaneous melee action against two different foes. The shooter must roll two separate times to hit each target (roll to strike for each) and the bonuses to strike are reduced by half. Note: Parrying is not possible when two handguns are being used as paired weapons, but the character can dodge (which typically uses up one of his attacks) and counter by shooting.
Paired Weapons: Swashbuckler: This is a special skill that costs two skill selections and cannot be chose as a secondary skill. With this skill the character can wield a one-handed melee weapon in one hand while firing a one-handed ranged weapon with the other. The character can:
Fire the ranged weapon and parry with the melee weapon simultaneously.
Do simultaneous attacks against one target. Both weapons hit as one attack and the defender can only parry the melee weapon (however, the defender can still dodge).
Divide attacks between two different targets visible to the character and within the range of peripheral vision. The divided attack counts as one simultaneous melee action against two different foes. The character must roll two seperate times to hit each target (roll to strike for each) and the bonuses to strike are reduced by half. The ranged attack is considered an aimed shot, but at half normal bonuses.
Quick-Draw: Handguns & Rifles: This is a special initiative bonus. The full bonus applies only to the use of handguns (i.e. Derringers, revolvers and pistols), reduce by half when using rifles (any kind) and shotguns. Not applicable to the use of rail guns, artillery, explosives, hand grenades, power armor, or weapons built into vehicles (no bonus).
Provided here are two options to help balance out the use of this skill.
Option 1: Only applies at the beginning of a melee. If the character does not win initiative, they can not draw and fire their weapon one attack..
Option 2: Unless they win initiative at the beginning of a melee, any quick draw attack is done without any bonuses.
Revolver: Use of revolvers.
Aimed: +4 to strike
Burst: +1 to strike
+1 to strike at levels 4, 7, 10, and 14.
Rate Of Fire: Four Aimed shots at level one, with one additional attack gained at levels 4, 9, and 14.
Time to Reload: A speed-loader takes one melee action to reload. Hand loading takes one melee round (15 seconds) to reload.
Sharpshooting: Modern: Any Man of Arms O.C.C. can select the W.P. Sharpshooting skill. However, they have to sacrifice two "other" skill selections for each W.P. Sharpshooting skill. Sharpshooting is not available as a secondary skill. The character must have first spent one skill selection on a desired W.P. skill before the Sharpshooting skill can be selected. Once the W.P. weapon type has been selected, the sharpshooting skill can be added to it at cost of two "other" skill selections. The Sharpshooting skill bonuses are then added to those of the normal weapon proficiency for that specific type of weapon. Remember, each individual W.P. skill requires the selection of separate sharpshooting skill if the character wants to be a specialist in that weapon. Just because a character is a sharp shooter with an energy rifle doesn't mean he is a sharpshooter with an automatic rifle, revolver, energy pistols, or any other weapon. The sharpshooting skill can be combined with all the modern weapon proficiencies, except Black Powder Grenades, Black Powder Heavy, Artillery, Flamethrower, Grenade, Grenade Launcher, Infantry Missiles, Machine Gun, Mortar, Torpedo, Vehicle Mounted Weapons, and Heavy Energy Weapons.
* W.P. Sharpshooting Bonuses: +2 to strike with Aimed Shot and +1 with Bursts. All bonuses are in addition to the conventional W.P. bonuses.
* The Bonus Attack: +1 additional shooting melee attack when using that specific weapon for the entire melee round. Add one attack with that weapon at levels 4, 8, and 12.
Shotgun: All types of pump, breech-loading, semi-automatic, and fully automatic shotguns.
Aimed: +3 to strike
Burst: -1 to strike for a three round short burst (semi-auto). For characters with P.S. <20, fully auto bursts are -2 to strike for each shot after the first in a cumulative manner, so shot number two is -2, shot number three -4, shot number four -6, and so on. Characters with P.S. >20 are -2 to strike on long bursts and -4 to strike on full melee bursts. Characters with P.S.>28 , Extraordinary, Superhuman or Supernatural P.S.>20 can fire with only a -1 to strike on bursts.
+1 to strike at levels 4, 7, 10, and 14.
Rate Of Fire: Four Aimed shots at level one, with one additional attack gained at levels 4, 9, and 14.
Pump: Can fire 2-6 rounds before needing to be reloaded. Each shot counts as one melee attack. It takes two melee actions to reload.
Breech-Load: Single Barrel shotguns can fire one round . Double barrel shotguns can fire one or both rounds simultaneously (the latter doing double damage). A single or double blast counts as one melee attack. It takes two melee actions to reload
Semi-Auto: Can fire single shots or short bursts (only). Clip magazine has 6-8 shots, a drum magazine has 12-20 rounds. Magazines take one melee action to reload.
Fully Auto: Very rare and can only be used by a gunman with a P.S. of 20 or greater, otherwise the recoil is overwhelming, plus the character is likely to be staggered, with a 01-40% chance of being knocked off his feet. Clip magazine has 8 shots, a drum magazine has 20 rounds.
Submachine Gun: Use of machine guns that fire pistol ammunition, machine pistols, and personal defense weapons.
Aimed: +3 to strike
Burst: +1 to strike
+1 to strike at levels 4, 7, 10, and 14.
Rate Of Fire: Four Aimed shots at level one, with one additional attack gained at levels 4, 9, and 14.
Time to Reload: One magazine/clip takes one melee action to reload.
Trick Shooting: Any Man of Arms O.C.C. can pick one trick when the W.P. Trick Shooting skill is selected. Selecting Trick Shooting more than once can be used to gain additional tricks.
1) Can fire a traditional two-handed weapon, like a rifle, one handed.
2) Can shoot over his shoulder by holding up a mirror and aiming at his reflection.
3) Accurately shoot while riding a horse or moving vehicle (normally a wild shot), but strike bonuses are halved and a called shot is impossible.
4) Shoot accurately while standing on head or hanging upside down; all bonuses applicable.
5) Roll or somersault and come up shooting (normally a wild shot), no bonuses or penalties; straight roll of the dice.
6) Ricochet shot, can bounce bullets, arrows, sling bullets, and other fired projectiles (depending on the specific W.P.) off of one surface and angle the shot in such a way that the projectile ricochets/bounces off and hits a different/second target (inflicts only one point of damage to the first surface and full damage to the second). This can also be done with laser weapons but the ricocheting surface must be mirrored or highly polished. Glitter Boys are excellent reflective surfaces for performing a ricochet laser shot.
Military Weapons
Artillery: Covers all vehicle sized cannons and howitzers, as well as vehicle mounted missile weapons.
Assault Rifle: Automatic rifles.
Aimed: +3 to strike
Burst: +1 to strike
+1 to strike at levels 4, 7, 10, and 14.
Rate Of Fire: Four Aimed shots at level one, with one additional attack gained at levels 4, 9, and 14.
Time to Reload: One magazine/clip takes one melee action to reload.
Flamethrower: A modem weapon proficiency (obviously), the flamethrower is designed to project flame over an area. They can mow down the opposition, and be used to deny an area with flames. Flamethrowers are sometimes found turret-mounted on vehicles. A flamethrower is a good fear weapon. Nobody wants to get burnt. As such, a flamethrower in the hands of a character with this skill has an effective Horror Factor of 10. Bonuses to strike are as per modem weapon proficiencies, but aimed shots are impossible.
Special Rule: Flamethrowers inflict damage regardless of body armor, unless the armor is fully environmental and sealed. Otherwise the flames lick exposed flesh and body armor alike, inflicting half damage to the wearer and half to the armor.
Aimed: +3 to strike
Burst: +1 to strike
+1 to strike at levels 2, 6, and 14.
Rate Of Fire: All fire-based weapons can fire but once per melee round. Because of the stream of fire, the attack is always Shooting Wild, Short Burst/One Target or Shooting Wild, Long Burst Spray.
Time to Reload: Small flamethrowers (and held or small, improvised versions) take one melee to reload if grabbing another canister of fuel. Large, portable flamethrowers take 1D4 minutes to reload by replacing fuel cannisters. Both versions take several minutes (2D6 for a small tank, 1D4x10 for a large tank) to refill. Vehicle mounted flamethrowers take 2D6 minutes to swap fuel cells and 1D6x10 minutes to refill.
Grenade: Think just anyone can chuck a grenade? If your answer is yes, then you might want to think again. Sure, tossing a grenade takes all the intelligence of your average chimpanzee. Figuring out when to throw the grenade is another matter. First off not all grenades are fitted with the same delay rate. Some have a five second delay, some three seconds, some can be adjusted to a variable rate. There's even some Soviet grenades that have a zero delay, they go off as soon as you pull the pin!
Unlike most weapons, the Strike roll for a grenade must be a six or better to Strike. Successfully Dodging a grenade does not escape it altogether, just enough to take half damage. Everyone else in range of an exploding grenade also takes half damage. NOTE: Anyone can Roll with Punch/Fall/Impact to further reduce the damage from a grenade attack (half damage to direct target, quarter damage to everyone in blast radius).
Grenade Throwing: The maximum range for throwing most grenades is 10 feet (3m) for every point of P.S., so a character with a P.S. of 15 can throw a grenade 150 feet. NOTE: Maximum throwing range for Extraordinary P.S. is 20 feet (6m) for every point of P.S., Superhuman P.S. is 30 feet (9m), and Supernatural P.S. is 40 feet (12m).
Grenade Launcher: Any device, including certain rifle models, that fire grenades.
Aimed: +3 to strike
Burst: +1 to strike
+1 to strike at levels 3, 7, and 11.
Rate Of Fire: Four Aimed shots at level one, with one additional attack gained at levels 4, 9, and 14.
Time to Reload: One grenade can be loaded per melee attack/action.
Infantry Missiles: Includes most small hand held missiles and missile type anti-tank and surface-to-air missile weapons.
Aimed: +3 to strike
Burst: +1 to strike
+1 to strike at levels 4, 7, 10, and 14.
Rate Of Fire: Varies from missile launcher to missile launcher, typically one missile per melee. With multi-tube missile launchers (i.e. the M202 used by the US Army, a four shot, 66mm HEAT weapon) or futuristic missile launchers with magazines or cylinders (i.e. the Coalition CTT-M20 Missile Rifle), use the individual weapon description to determine rate of fire.
Time to Reload: Takes one melee round (15 seconds) to reload.
Machine Gun: Any device which shoots large amounts of bullets.
Aimed: +3 to strike
Burst: +1 to strike
+1 to strike at levels 4, 7, 10, and 14.
Rate Of Fire: Four Aimed shots at level one, with one additional attack gained at levels 4, 9, and 14.
Time to Reload: One magazine/clip takes one melee action to reload (when applicable). Belts require two melee attacks to reload, however this can be divided among two people to effectively load the machine-gun in half the time.
Mortar: These are man portable artillery weapons that consist of a tube and small self-propelled bombs that shoot out of the tube.
Aimed: +3 to strike
Burst: +1 to strike
+1 to strike at levels 4, 7, 10, and 14.
Rate Of Fire: Four Aimed shots at level one, with one additional attack gained at levels 4, 9, and 14.
Time to Reload: One mortar shell can be loaded in one melee attack/action.
Torpedo: Use of submarine torpedo. Maintenance and a keen understanding of a torpedo's speed, range, trajectory, and most effective use.
Aimed: +3 to strike
Burst: +1 to strike
+1 to strike at levels 2, 6, and 12. +1 to strike with depth charge at level four.
Vehicle Mounted Weapons: Includes grenade launchers, light, medium, and heavy machine guns. This also includes such weapons as tank guns, self-propelled artillery, missile launchers, and shipboard guns.
Aimed: +3 to strike
Burst: +1 to strike
+1 to strike at levels 4, 7, 10, and 14.
Rate Of Fire: Four Aimed shots at level one, with one additional attack gained at levels 4, 9, and 14.
Time to Reload: As per weapon type, see individual weapon proficiencies.
-
- Palladin
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I am loving the Tao of The Gun.
Top Flight Work K-man.
The explanation of modern ranged combat is pretty G@*%@$% good too.
Brilliant!
Have a Guiness.
Top Flight Work K-man.
The explanation of modern ranged combat is pretty G@*%@$% good too.
Brilliant!
Have a Guiness.
when you get right down to it, Sentinel's right.~Uncle Servo.
Sentinel. you'll be always loved by the German Princess.~Nelly
That's twice in one day Sentinel has cleaned up my mess.~The Galactus Kid.
That's the best place to start. Otherwise, listen to Sentinel~lather
Listen to the Sentinel...he speaks truth.~ Shadyslug
Sentinel you have the biggest sig I've ever seen~Natasha
Sentinel. you'll be always loved by the German Princess.~Nelly
That's twice in one day Sentinel has cleaned up my mess.~The Galactus Kid.
That's the best place to start. Otherwise, listen to Sentinel~lather
Listen to the Sentinel...he speaks truth.~ Shadyslug
Sentinel you have the biggest sig I've ever seen~Natasha
- Jefffar
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No bad. I didn't do the martial arts for guns, but I did a lot of similar tricking out with WPs and special gun related combat moves.
I did what I call Marksmanship Skills, basically they are special gun skills (players of D&D3rd/D20 might call them 'feats') that you get along with your WPs. You get 2 for each WP you get as an OCC or Skill Program skill, 1 for each "related" skill and none for a secondary skill. You can also select them independantly one for one as a "related" skill or 2 "secondary" skills per marksmanship skill.
The marksmanship skills include stuff for precise long range shooting, faster reloading, faster rates of fire with non-automatic weapons, faster targeting, using firearms in melee combat, shooting from a moving vehicle, shootign at a moving target, more efficient use of automatic fire, one handed use of two handed weapons, performing acrobatics while shooting, use of paired firearms and other fun stuff. Most of them are set up in "trees" of prerequisites and such. Depending on the way you go you could be the ultimate sniper or a master of John Woo style paired pistol mayhem.
I basically use it as a way to sort the real professional shooters from the amateurs.
BTW: Where are the Cowboy Shooters?
I did what I call Marksmanship Skills, basically they are special gun skills (players of D&D3rd/D20 might call them 'feats') that you get along with your WPs. You get 2 for each WP you get as an OCC or Skill Program skill, 1 for each "related" skill and none for a secondary skill. You can also select them independantly one for one as a "related" skill or 2 "secondary" skills per marksmanship skill.
The marksmanship skills include stuff for precise long range shooting, faster reloading, faster rates of fire with non-automatic weapons, faster targeting, using firearms in melee combat, shooting from a moving vehicle, shootign at a moving target, more efficient use of automatic fire, one handed use of two handed weapons, performing acrobatics while shooting, use of paired firearms and other fun stuff. Most of them are set up in "trees" of prerequisites and such. Depending on the way you go you could be the ultimate sniper or a master of John Woo style paired pistol mayhem.
I basically use it as a way to sort the real professional shooters from the amateurs.
BTW: Where are the Cowboy Shooters?
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Really sweet. BTW, Kuseru, have you ever seen the movie "Equilibrium"? If not, you definately need to look it up. If the Grammaton Gun Katas aren't begging for a conversion, nothing is.
"Cuando amanece se van a inflictir, duros castigos y oscuros tormentos, a los que ni quieren ni dejan vivir" -'Posada de los Muertos'
- Nekira Sudacne
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Awsome stuff Kuseru
Sometimes, you're like a beacon of light in the darkness, giving me some hope for humankind. ~ Killer Cyborg
You can have something done good, fast and cheap. If you want it done good and fast, it's not going to be cheap. If you want it done fast and cheap it won't be good. If you want something done good and cheap it won't be done fast. ~ Dark Brandon
You can have something done good, fast and cheap. If you want it done good and fast, it's not going to be cheap. If you want it done fast and cheap it won't be good. If you want something done good and cheap it won't be done fast. ~ Dark Brandon
- Slag
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Good stuff! (well, except for "Gansta Style" More like -3 to strike and +30% chance of shooting bystanders for improper holding of a gun, but I digress ).
I really enjoyed the biathlon/pentathlon and duelist ideas as good non-martial sources of gunfighting prowess. The various WPs were great! PB has needed updated rules on black powder, etc. The powers are inspired as well.
You need to start doing things for the Rifter. Seriously. This post alone is more than enough for an article. There's about 5-10 Rifter pages worth of stuff here. You do good work that deserves a larger stage than a low-traffic message board.
I really enjoyed the biathlon/pentathlon and duelist ideas as good non-martial sources of gunfighting prowess. The various WPs were great! PB has needed updated rules on black powder, etc. The powers are inspired as well.
You need to start doing things for the Rifter. Seriously. This post alone is more than enough for an article. There's about 5-10 Rifter pages worth of stuff here. You do good work that deserves a larger stage than a low-traffic message board.
Fickt nicht mit der Raketemensch!
"I respect you. And unlike love, respect can't be bought" - Homer Simpson.
"I respect you. And unlike love, respect can't be bought" - Homer Simpson.
I knew I forgot to add the penalites for holding a gun wrong.Slag wrote:Good stuff! (well, except for "Gansta Style" More like -3 to strike and +30% chance of shooting bystanders for improper holding of a gun, but I digress ).
Oh they were inspired all right. Several of those were from an OLD post on here about modern weapon martial art powers from various nonsense we usually see in movies. I should really repost the other ones (which were concerned with heavy weapons rather than small arms).I really enjoyed the biathlon/pentathlon and duelist ideas as good non-martial sources of gunfighting prowess. The various WPs were great! PB has needed updated rules on black powder, etc. The powers are inspired as well.
You need to start doing things for the Rifter. Seriously. This post alone is more than enough for an article. There's about 5-10 Rifter pages worth of stuff here. You do good work that deserves a larger stage than a low-traffic message board.
Actually, I've thought long and hard about whether or not to submit anything to the Rifter. I still have nightmares about the staff at Palladium even touching my material. I've decided that it's not in my best interest to do so, because after I submitted all my stuff, they'd probably want me to do a full sized book (or two or three or more), and I'd end up going the way of CJ Carella, Bill Coffin and other great writers. I'm writing for my enjoyment, so I really don't care if my material makes it into a Rifter or not.
- Slag
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Kuseru Satsujin wrote:Actually, I've thought long and hard about whether or not to submit anything to the Rifter. I still have nightmares about the staff at Palladium even touching my material. I've decided that it's not in my best interest to do so, because after I submitted all my stuff, they'd probably want me to do a full sized book (or two or three or more), and I'd end up going the way of CJ Carella, Bill Coffin and other great writers. I'm writing for my enjoyment, so I really don't care if my material makes it into a Rifter or not.
That's fine if that'a what you want. So you know the only change they made to any of my articles so far was to eliminate the "Television Viewing" anti-mental skill from Go Mental. Of course that was a joke skill, so no harm. Everything else (other than minor editing) was left alone in both articles. Of course an actual book might be another story, particularly if you frell with PF or Rifts or any other KS baby.
As for going the way of CJ: make a couple of PB books, leave and found your own sucessfull game company, make award-winning, well-selling games, and get paid to do what you would do for fun for free...I think I could live with that!
Fickt nicht mit der Raketemensch!
"I respect you. And unlike love, respect can't be bought" - Homer Simpson.
"I respect you. And unlike love, respect can't be bought" - Homer Simpson.
- Tinker Dragoon
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Kuseru Satsujin wrote:I'd end up going the way of CJ Carella, Bill Coffin and other great writers. I'm writing for my enjoyment, so I really don't care if my material makes it into a Rifter or not.
What? I thought you WERE Bill Coffin
There you go man, keep as cool as you can.
Face piles of trials with smiles. It riles
them to believe that you perceive the web they weave
and keep on thinking free.
-- The Moody Blues, In the Beginning
Face piles of trials with smiles. It riles
them to believe that you perceive the web they weave
and keep on thinking free.
-- The Moody Blues, In the Beginning
- Jefffar
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No that's Kevin - he's also Steve Jackson.
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Yeah, "minor editing" from those guys does not strike me as a good thing, given their known problems in the area of editing.Slag wrote:That's fine if that'a what you want. So you know the only change they made to any of my articles so far was to eliminate the "Television Viewing" anti-mental skill from Go Mental. Of course that was a joke skill, so no harm. Everything else (other than minor editing)
Or do books for areas Kev doesn't care about, like N&S.was left alone in both articles. Of course an actual book might be another story, particularly if you frell with PF or Rifts or any other KS baby.
I can do that without writing for Palladium.As for going the way of CJ: make a couple of PB books, leave and found your own sucessfull game company, make award-winning, well-selling games, and get paid to do what you would do for fun for free...I think I could live with that!
- Slag
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acreRake wrote:Pretty good... Not really my style (haha! sorry), but i have to give you mad props for using "butt stroke" and "coldcock" in the same post. *applauds*
I knew there was a reason I always looked forward to acrerake posts!
Fickt nicht mit der Raketemensch!
"I respect you. And unlike love, respect can't be bought" - Homer Simpson.
"I respect you. And unlike love, respect can't be bought" - Homer Simpson.
- Tinker Dragoon
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Just to be clear, do you get all six trick shots if your martial art provides the Trick Shooting combat maneuver?
There you go man, keep as cool as you can.
Face piles of trials with smiles. It riles
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Face piles of trials with smiles. It riles
them to believe that you perceive the web they weave
and keep on thinking free.
-- The Moody Blues, In the Beginning
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el magico -- darklorddc wrote:that's pretty cool stuff...although I think any one with gold teeth should get a negative to their PB...
perhaps you'd prefer jagged steel teeth?
when you get right down to it, Sentinel's right.~Uncle Servo.
Sentinel. you'll be always loved by the German Princess.~Nelly
That's twice in one day Sentinel has cleaned up my mess.~The Galactus Kid.
That's the best place to start. Otherwise, listen to Sentinel~lather
Listen to the Sentinel...he speaks truth.~ Shadyslug
Sentinel you have the biggest sig I've ever seen~Natasha
Sentinel. you'll be always loved by the German Princess.~Nelly
That's twice in one day Sentinel has cleaned up my mess.~The Galactus Kid.
That's the best place to start. Otherwise, listen to Sentinel~lather
Listen to the Sentinel...he speaks truth.~ Shadyslug
Sentinel you have the biggest sig I've ever seen~Natasha
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Sentinel wrote:el magico -- darklorddc wrote:that's pretty cool stuff...although I think any one with gold teeth should get a negative to their PB...
perhaps you'd prefer jagged steel teeth?
Well, Jaws from the Bond flix WAS a fixture of Spy fiction in the 70's!
Fickt nicht mit der Raketemensch!
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"I respect you. And unlike love, respect can't be bought" - Homer Simpson.
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Slag wrote:Sentinel wrote:el magico -- darklorddc wrote:that's pretty cool stuff...although I think any one with gold teeth should get a negative to their PB...
perhaps you'd prefer jagged steel teeth?
Well, Jaws from the Bond flix WAS a fixture of Spy fiction in the 70's!
Late 70s' and early 80s'. One of the few Bond villains to survive more than one film, and perhaps the only villainous enforcer to do so.
Although, thinking about darklorddcs' point about lowered PB, I suppose that even with jagged steel teeth, Jaws was no Robert Redford.
when you get right down to it, Sentinel's right.~Uncle Servo.
Sentinel. you'll be always loved by the German Princess.~Nelly
That's twice in one day Sentinel has cleaned up my mess.~The Galactus Kid.
That's the best place to start. Otherwise, listen to Sentinel~lather
Listen to the Sentinel...he speaks truth.~ Shadyslug
Sentinel you have the biggest sig I've ever seen~Natasha
Sentinel. you'll be always loved by the German Princess.~Nelly
That's twice in one day Sentinel has cleaned up my mess.~The Galactus Kid.
That's the best place to start. Otherwise, listen to Sentinel~lather
Listen to the Sentinel...he speaks truth.~ Shadyslug
Sentinel you have the biggest sig I've ever seen~Natasha
I like your work. I like it quite a lot.
I offer only one small piece of advice. I notice that you have lumped all sorts of shotguns together.
Most WP systems have focused upon the weapon type, shotgun, rifle, pistol, etc. I suggest focusing upon the "action" type and "feed mechansim".
Action Types...
Manual, semi-auto (much more accurately described by the British as self loading, referring to loading a cartridge from the feed device into the chamber), select-fire (capable of automatic fire), and the like.
Feed Mechanism Types
Manual, internal magazine, external detachable magazine, belt, and the like.
This is far more true to life. For example, a SAIGA 12 gauge shotgun. It is based on the Kalashnikov pattern rifle. The shotgun is a semi-auto, external detachable mag fed weapon. The operation method is IDENTICAL to that of a Kalashnikov pattern rifle. This is one of the reasons I chose it (simplified manual of arms).
Another example is the Colt 9mm SMG, which is actually just an M16 in 9mm, again same manual of arms.
Weapon families and groupings in real life very much follow this pattern, for example, the M16 based family, all same manual of arms, the HK roller delayed based family MP5, G3, 33, etc, the Kalashnikov based family, etc.
Tsh77769
I offer only one small piece of advice. I notice that you have lumped all sorts of shotguns together.
Most WP systems have focused upon the weapon type, shotgun, rifle, pistol, etc. I suggest focusing upon the "action" type and "feed mechansim".
Action Types...
Manual, semi-auto (much more accurately described by the British as self loading, referring to loading a cartridge from the feed device into the chamber), select-fire (capable of automatic fire), and the like.
Feed Mechanism Types
Manual, internal magazine, external detachable magazine, belt, and the like.
This is far more true to life. For example, a SAIGA 12 gauge shotgun. It is based on the Kalashnikov pattern rifle. The shotgun is a semi-auto, external detachable mag fed weapon. The operation method is IDENTICAL to that of a Kalashnikov pattern rifle. This is one of the reasons I chose it (simplified manual of arms).
Another example is the Colt 9mm SMG, which is actually just an M16 in 9mm, again same manual of arms.
Weapon families and groupings in real life very much follow this pattern, for example, the M16 based family, all same manual of arms, the HK roller delayed based family MP5, G3, 33, etc, the Kalashnikov based family, etc.
Tsh77769
Last edited by tsh77769 on Sun Sep 03, 2017 6:39 am, edited 1 time in total.
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I've played with Weapons categories too.
Right now I'm toying with you select a WP that coves small arms.
Then you have the choice of WPS giving you categories - but really generalized, like handguns, carbines, rifles and shotguns.
Basically each step more specialized you go with your WP selection, you get an extra + 1 to strike in that category. You can move it all the way up to a specific model. For example the character would be +1 to strike with all small arms, + 2 to strike with rifles and +3 to strike with the M-16 if he took the three WPs required to get that specialty.
There is also a Light Automatic Weapons WP that you need if you want to use any small arm in full automatic mode without the -6 for shooting wild.
Similar WP arrangement for Light Support and Heavy Support weapons.
Have't play tested it yet though.
Right now I'm toying with you select a WP that coves small arms.
Then you have the choice of WPS giving you categories - but really generalized, like handguns, carbines, rifles and shotguns.
Basically each step more specialized you go with your WP selection, you get an extra + 1 to strike in that category. You can move it all the way up to a specific model. For example the character would be +1 to strike with all small arms, + 2 to strike with rifles and +3 to strike with the M-16 if he took the three WPs required to get that specialty.
There is also a Light Automatic Weapons WP that you need if you want to use any small arm in full automatic mode without the -6 for shooting wild.
Similar WP arrangement for Light Support and Heavy Support weapons.
Have't play tested it yet though.
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No.ash_wednesday wrote:Sweet stuff guy..but shouldn't the Gunslinger and Tao of the gun have ambidextrous training as well.
Nope.Love woo Fu and dodge bullets. I think woo fu should give you ambidextrous training as well.
It helps if you read the whole post all the way through.Just a thought..there should be a WP:Paired weapons morden for almost all characters to have. Make it like Wp: sharp shooting were it cost 2 "other" OCC skills. But basicly lets charcters fire two handguns at the same time with no bounses or penlties..just a though..maybe I'll make it and post it here...
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I haven't read through in a while and I'm too lazy to do it now.
Did you get Cowboy Action Shooting?
Did you get Cowboy Action Shooting?
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Meh, not really.
Where are the lever action rifles?
Where are the lever action rifles?
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Lever action doesn't mean percussion cap any more than pump action does.
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But they should be a part of Cowboy Action Shooting (which is something I think is different than Gunslinging. It's a competiative shooting sport.)
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Meh, reference the rut that is my life and you might get some idea on how long it would take me to do stats.
Besides you are the master of combat stat fu, go do some research and whip something up.
Besides you are the master of combat stat fu, go do some research and whip something up.
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Kuseru Satsujin wrote:
Too busy with other projects.
Sounds like my life about now.
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ash_wednesday wrote:Ok I'm too lazy to go through all of the post again..how about disc shooting? Or is it clay shooting?Kuseru Satsujin wrote:While I'm at it, are there any gun styles that I missed?
Unfortunately, it would be difficult to make a martial art style that focuses on clay shooting. Woo! W.P. Shotgun and the penalty for moving targets. I'm done.
ash_wednesday wrote:lol...i guess just make it a skill or a MA power then..not a bad idea...Kuseru Satsujin wrote:ash_wednesday wrote:Ok I'm too lazy to go through all of the post again..how about disc shooting? Or is it clay shooting?Kuseru Satsujin wrote:While I'm at it, are there any gun styles that I missed?
Unfortunately, it would be difficult to make a martial art style that focuses on clay shooting. Woo! W.P. Shotgun and the penalty for moving targets. I'm done.
Like I said, it wouldn't even be that. There's just not enough there to work with to bother with trying to create even a new skill or power for it.
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Kuseru Satsujin wrote:
I knew it!
You're secretly Ric Flair!
Woo!
I knew it!
You're secretly Ric Flair!
when you get right down to it, Sentinel's right.~Uncle Servo.
Sentinel. you'll be always loved by the German Princess.~Nelly
That's twice in one day Sentinel has cleaned up my mess.~The Galactus Kid.
That's the best place to start. Otherwise, listen to Sentinel~lather
Listen to the Sentinel...he speaks truth.~ Shadyslug
Sentinel you have the biggest sig I've ever seen~Natasha
Sentinel. you'll be always loved by the German Princess.~Nelly
That's twice in one day Sentinel has cleaned up my mess.~The Galactus Kid.
That's the best place to start. Otherwise, listen to Sentinel~lather
Listen to the Sentinel...he speaks truth.~ Shadyslug
Sentinel you have the biggest sig I've ever seen~Natasha
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Professional Wrestler, goes Woo! a lot.
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Due to popular demand, I'm revising Gangsta Style to be more "realistic".
Gangsta Style
Entrance Requirements: Limited to Aberrant, Anarchist, Diabolic, and Miscreant Alignments. No Attribute restrictions.
Skill Cost: 4 Years (2 Years as a Secondary Martial Art Style)
This style evolved on the ghetto streets of major cities in the United States. Gangstas are members of gangs from the worst parts of town who are career criminals. These criminals typically engaged in petty (or not-so petty) activities like armed robbery, arson, assault, bank robberies, car-jacking or a full-fledged auto-theft ring and chop-shop, illegal drug manufacturing and distribution, jewelry heists, kidnapping and extortion, mugging, peddle weaponry or other illegal wares, vandalism as well as fighting to "earn respect" and to prove how brave and tough they are. They tend to be direct, using violence, intimidation and hit and run tactics (i.e. drive-by shootings, or hit a store or business fast and hard, grab what they can and go, etc). They tend to be extremely territorial and anybody who gets in their way, on purpose or by accident, gets hurt. Gangstas get their name from the fact that all have their own "colors," a distinctive style of dress, way of talking, insignia or other kind of gimmick that makes them easily recognized. Gangstas are easily influenced by what is perceived through pop media, deriving many of their techniques from watching television and movies.
Costume: Typically wears jeans with no belt that are big enough to drop down on the hips. Brightly colored shirts, leather or sports jackets, bandanas and/or ball caps, five pounds or so worth of gold or fake gold “bling” jewelry, gold capped teeth, sunglasses, top of the line high top sneakers, and other stylish fashion accessories.
Stance: Feet shoulder width apart with gun (or guns) held sideways in front of the shooter. Does not apply when making drive-by attacks.
CHARACTER BONUSES
Add +1 to M.A.
Add +2 to P.B.
Add +5 to S.D.C.
COMBAT SKILLS
Attacks per Melee: 3
Escape Moves: Roll with Punch/Fall/Impact
Attack Moves: Leap, Roll
Basic Defense Moves: Automatic Parry, Dodge, Parry.
Advanced Defense Moves: Multiple Dodge.
Hand Attacks: Strike (Punch)
Basic Foot Attacks: Kick Attack
Jumping Foot Attacks: None.
Special Attacks: Gangsta Aimed Shot (New!), Burst, Drive-by, Pistol Whip (Does 1D4 damage).
Holds/Locks: None.
Weapon Kata (Pick One): W.P. Automatic Pistol, W.P. Submachine Gun, W.P. Shotgun, W.P. Assault Rifle.
Modifiers to Attack : Critical Strike.
SKILLS INCLUDED IN TRAINING
Martial Art Powers : None. This style offers no Martial Art Powers or Abilities.
Languages: Gangsta Dialect of American English, pick either West Coast or East Coast
Cultural: Streetwise
Physical : Running
Weapon Proficiencies : W.P. Automatic Pistol, W.P. Submachine Gun, W.P. Shotgun, W.P. Assault Rifle.
Philosophical Training : What’s in it for me?
If this is your Primary Martial Art then the following other styles can be learned in a shorter time: None.
LEVEL ADVANCEMENT BONUSES
1st : +1 to Strike with Drive-Bys, +2 to Roll with Punch/Fall/Impact.
2nd : +1 to Strike with Gangsta Aimed Shot, +2 to Parry/Dodge.
3rd : Ambidextrous Training Complete! Characters can fire with left or right hands with equal facility!
4th : +1 Attack per Melee.
5th : +1 to Strike with Gangsta Aimed Shot.
6th : +2 to Damage with Pistol Whip.
7th : +1 to Strike with Gangsta Aimed Shot, +1 to Strike with Drive-Bys.
8th : +1 Attack per Melee.
9th : +1 to Strike with Gangsta Aimed Shot, Kick Attack does 1D8 damage.
10th : +2 to Roll with Punch/Fall/Impact.
11th : +1 to Parry/Dodge, +1 to Strike with Gangsta Aimed Shot.
12th : +1 Attack per Melee.
13th : +1 to Strike with Gangsta Aimed Shot, +2 to Damage with Pistol Whip.
14th : Critical Strike from Behind.
15th : +1 to Strike with Gangsta Aimed Shot.
Why Study Gangsta Style?
Weapons are very good for defensive and offensive moves. Relatively few special skills. The perfect outdoor martial art. It's more effective than most against non-martial artists but lacks the defenses of most other arts.
Gangsta Aimed Shot: The gun is held 90 degrees counter-clockwise from the normal shooting method. This is considered shooting wild with a -6 penalty and no bonuses to strike.
Gangsta Style
Entrance Requirements: Limited to Aberrant, Anarchist, Diabolic, and Miscreant Alignments. No Attribute restrictions.
Skill Cost: 4 Years (2 Years as a Secondary Martial Art Style)
This style evolved on the ghetto streets of major cities in the United States. Gangstas are members of gangs from the worst parts of town who are career criminals. These criminals typically engaged in petty (or not-so petty) activities like armed robbery, arson, assault, bank robberies, car-jacking or a full-fledged auto-theft ring and chop-shop, illegal drug manufacturing and distribution, jewelry heists, kidnapping and extortion, mugging, peddle weaponry or other illegal wares, vandalism as well as fighting to "earn respect" and to prove how brave and tough they are. They tend to be direct, using violence, intimidation and hit and run tactics (i.e. drive-by shootings, or hit a store or business fast and hard, grab what they can and go, etc). They tend to be extremely territorial and anybody who gets in their way, on purpose or by accident, gets hurt. Gangstas get their name from the fact that all have their own "colors," a distinctive style of dress, way of talking, insignia or other kind of gimmick that makes them easily recognized. Gangstas are easily influenced by what is perceived through pop media, deriving many of their techniques from watching television and movies.
Costume: Typically wears jeans with no belt that are big enough to drop down on the hips. Brightly colored shirts, leather or sports jackets, bandanas and/or ball caps, five pounds or so worth of gold or fake gold “bling” jewelry, gold capped teeth, sunglasses, top of the line high top sneakers, and other stylish fashion accessories.
Stance: Feet shoulder width apart with gun (or guns) held sideways in front of the shooter. Does not apply when making drive-by attacks.
CHARACTER BONUSES
Add +1 to M.A.
Add +2 to P.B.
Add +5 to S.D.C.
COMBAT SKILLS
Attacks per Melee: 3
Escape Moves: Roll with Punch/Fall/Impact
Attack Moves: Leap, Roll
Basic Defense Moves: Automatic Parry, Dodge, Parry.
Advanced Defense Moves: Multiple Dodge.
Hand Attacks: Strike (Punch)
Basic Foot Attacks: Kick Attack
Jumping Foot Attacks: None.
Special Attacks: Gangsta Aimed Shot (New!), Burst, Drive-by, Pistol Whip (Does 1D4 damage).
Holds/Locks: None.
Weapon Kata (Pick One): W.P. Automatic Pistol, W.P. Submachine Gun, W.P. Shotgun, W.P. Assault Rifle.
Modifiers to Attack : Critical Strike.
SKILLS INCLUDED IN TRAINING
Martial Art Powers : None. This style offers no Martial Art Powers or Abilities.
Languages: Gangsta Dialect of American English, pick either West Coast or East Coast
Cultural: Streetwise
Physical : Running
Weapon Proficiencies : W.P. Automatic Pistol, W.P. Submachine Gun, W.P. Shotgun, W.P. Assault Rifle.
Philosophical Training : What’s in it for me?
If this is your Primary Martial Art then the following other styles can be learned in a shorter time: None.
LEVEL ADVANCEMENT BONUSES
1st : +1 to Strike with Drive-Bys, +2 to Roll with Punch/Fall/Impact.
2nd : +1 to Strike with Gangsta Aimed Shot, +2 to Parry/Dodge.
3rd : Ambidextrous Training Complete! Characters can fire with left or right hands with equal facility!
4th : +1 Attack per Melee.
5th : +1 to Strike with Gangsta Aimed Shot.
6th : +2 to Damage with Pistol Whip.
7th : +1 to Strike with Gangsta Aimed Shot, +1 to Strike with Drive-Bys.
8th : +1 Attack per Melee.
9th : +1 to Strike with Gangsta Aimed Shot, Kick Attack does 1D8 damage.
10th : +2 to Roll with Punch/Fall/Impact.
11th : +1 to Parry/Dodge, +1 to Strike with Gangsta Aimed Shot.
12th : +1 Attack per Melee.
13th : +1 to Strike with Gangsta Aimed Shot, +2 to Damage with Pistol Whip.
14th : Critical Strike from Behind.
15th : +1 to Strike with Gangsta Aimed Shot.
Why Study Gangsta Style?
Weapons are very good for defensive and offensive moves. Relatively few special skills. The perfect outdoor martial art. It's more effective than most against non-martial artists but lacks the defenses of most other arts.
Gangsta Aimed Shot: The gun is held 90 degrees counter-clockwise from the normal shooting method. This is considered shooting wild with a -6 penalty and no bonuses to strike.
Re: Guns Guns Guns
Just wanted to say, I have been sharing this topic with a few of my Heroes Unlimited and Ninja/Superspies friends/GM's/players!
They love it!
They love it!
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- tmikesecrist3
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Re: Guns Guns Guns
why does CQB have auto dodge?
Also I could really use information on 18th century artillery for a game I am getting ready to run. the info on and revisions on WPs will really come in handy things and I hope some one can help with that info soon as I would like to start that game
Also I could really use information on 18th century artillery for a game I am getting ready to run. the info on and revisions on WPs will really come in handy things and I hope some one can help with that info soon as I would like to start that game
"Cannon to right of them,
Cannon to left of them,
Cannon in front of them
Volleyed and thundered;
Stormed at with shot and shell,
Boldly they rode and well,
Into the jaws of Death,
Into the mouth of hell
Rode the six hundred."
The charge of the light Brigade, By Alfred, Lord Tennyson
Cannon to left of them,
Cannon in front of them
Volleyed and thundered;
Stormed at with shot and shell,
Boldly they rode and well,
Into the jaws of Death,
Into the mouth of hell
Rode the six hundred."
The charge of the light Brigade, By Alfred, Lord Tennyson
Re: Guns Guns Guns
On cqb with out taking boxing by level 3 you have 6 attacks per round and do double taps your basicly saying I can soot 12 times vs. Multiple attackers. Assuming I drop 2 rounds per badie id be droping things better than a level 12 grunt or assassin from any setting. Starting with 5 attacks getting double tap would be fine in say ri s where most people start with 5+ actions. But when a lv1 ninja has 3 with a sword in an apartment your way past out matched. While not all skills and styles need to be equal. What would be the point of taking kunfu. As with a knife and cqb with boxing at lv3 your doing 7. Stabs a round, or throwing 7 nades, add. Ini in auto dodge and your a juicer with no negatives, heck in an sdc game you'd be droping juicers with double taps pretty rapidly. Just seems a bit over powered.
(Edited for clarity)
(Edited for clarity)
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- Comment: The Devil on your Shoulder
Re: Guns Guns Guns
Zamion138 wrote:On cqb with out taking boxing by level 3 you have 6 attacks per round and do double taps your basicly saying I can soot 12 times vs. Multiple attackers. Assuming I drop 2 rounds per badie id be droping things better than a level 12 grunt or assassin from any setting. Starting with 5 attacks getting double tap would be fine in say ri s where most people start with 5+ actions. But when a lv1 ninja has 3 with a sword in an apartment your way past out matched. While not all skills and styles need to be equal. What would be the point of taking kunfu. As with a knife and cqb with boxing at lv3 your doing 7. Stabs a round, or throwing 7 nades, add. Ini in auto dodge and your a juicer with no negatives, heck in an sdc game you'd be droping juicers with double taps pretty rapidly. Just seems a bit over powered.
(Edited for clarity)
Until the ninja uses his Arts of Stealth and Evasion to stay behind your CQB guru, then uses Knockout from behind to render you unconscious and then uses his sword to remove your head from your shoulders.
Or until the Jujutsu Guy wrist locks you long enough to use Neural Atemi to paralyze you, then smothers you with a pillow.
Or until the Tien-Hsueh master Dim Maks you while you're drinking your coffee and you never knew it because he was using Mystic Invisibility.
Yeah, CQB and others are powerful when mated with guns. But very few martial artists are going to run up to prime pistol range and scream "shoot me!" either.
Not Misunderstood, Just Evil