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Gun
Schticks Page:
Gun
Schticks: Let's
face it – gunmen get hosed in Feng Shui – I love the
sytsem, but it's decidedly biased toward the martial arts users.
I'm here to correct that in some part. Below are either new or
modified schticks for Guns.
Note: The term 'Guns'
includes all of the following: all firearms (futuristic, modern,
antique), crossbows and bows. Most schticks can work with
crossbows or bows, though your GM may let you know if one is not
appropriate. The term 'bullet' is also interchanable with the
term 'arrow' or 'crosbow bolt' as well as 'laser', etc.
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Art
of Killing (AoK)*: This schtick is available only
for Killers. You dislike autofiring weapons, feeling they're too
noisome and require little skill, all that rain of lead being
the mark of someone who can't take out her target with simply
one shot.
You gain a +1 to you Guns AV when firing
non-automatic or semiautomatic weapons. You may use autofire
weapons, of course, but even when firing them as semiauto you
don't get the bonus.
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Bag
Full O' Guns (BfoG)*:
Kind of like a signature weapon, but it houses a plethora of
assorted firearms. Can be a briefcase, long trenchcoat,
guitarcase, gym bag, etc, so long as it's big enough. As a
1-shot stunt, the owner of the Bag may reach into it and pull
out any gun from the bag. Once a particular gun is found, it is
assumed that it comes with one full load of ammo. The difficulty
of finding a gun and matching ammo depends on the weapons
concealability: use three times the weapons FS concealability.
On a failed roll, the owner pulls out a basic pistol
(assume Glock 17 or Colt 1911A1). On a botch, the bag is out of
useful guns, and cannot be used again until refilled (between
sessions). The bag does not contain extra ammo. Character's who
want "bag full of ammo'' should buy Lightning Reload.
Futuristic guns and antiques are not normally in the
Bag, although the character can fill the Bag with those if she
has access to them. If the gun in question requires a schtick
you do not have (such as an arcanowave weapon), you cannot draw
it from the bag. If a character besides the owner of the Bag
searches through it for a weapon, it is a 3-shot action. If he
makes this as a snapshot, he may well botch. This can really
ruin your day.
Fast Draw won't reduce the time it takes
to find a gun in the bag. Treat the Bag as a Signature Weapon in
the sense that it cannot be lost or damaged under normal
circumstances. Though it cannot be taken along in many places,
the character always has it (or one of it's countless brothers)
stashed away in a secure location nearby, where it can easily be
found. Not in secure areas, though.
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Both
Guns Blazing (BGB): Instead
of using the formula in the book, simply lose a round from each
firearm and make a single attack. Damage is equal to the Damage
Rating of the nastiest of the two firearms, plus 3. There is no
AV penalty. Each additiona schtick adds +2 to the damage
increase. You can only take this schtick 3 times (for a total
max damage of +7). Signature Weapons can add to this damage -
if you are firing two signature weapons, you can add BOTH
their damage (ie, +6) to the damage total.
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Bulletproof
(BP):
You
can't really bounce bullets of your chest, but you are a hard
sucker to put down with firearms.
You count your
Toughness as being 2 higher when you are hit by any firearms
attack that uses bullets. You may take this schtick twice, but
no more.
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Carnival
of Carnage (CoC)*: You can cut down hordes of
mooks like a hot knife through butter.
Your shot cost
to hit a mook is only 1. Each time you take this shtick you must
choose a type of weapon it applies to: Pistols, SMGs, Shotguns,
Rifles/Carbines, Bows/Crossbows or Support/Heavy Weapons.
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Cock
and Carry (C&C)*: by Dave Blewer If you Cock
a revolver (i.e. pull the hammer back ready for firing) you can
fire the gun at only one shot cost at no modifiers to your Guns
skill. The revolver can only be cocked while combat is not
taking place, useful if you are expecting trouble. Obviously
nothing stops you from cocking and carrying two revolvers at the
same time. Most 1850 weapons would benefit from this schtick.
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Cold
Steel (CS)*: You like your weapons cool and fresh
when in action. You like to pick the right weapon for each job.
You like to surprise opponents by drawing new, hidden guns in
the middle of the fight. You like to shoot loads of different
guns.
The first time you use a particular type and
model of gun in a particular session you gain a +3 bonus to it's
Action Value. Having two Glock 17s does you no good, but
starting out with the Walther P38 and switching to the Lahti
M35, basically the same gun, slightly longer, and with identical
attributes, allows you to use the subtle nuances of each model
to your advantage. Especially if you can keep up an amusing
banter about the advantages of each. This is something of an
opposite to Signature Weapon, though it can be cumulative
with that schtick. It combines very well with Bag
Full of Guns.
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Contract
of the Killer (CotK)*: You have a special
relationship with bullets. You help bullets mess with other
people, so they don't mess with you. At least not until the
contract expires.
You may use your Guns skill
instead of Constitution to make Death Tests. As long as you make
the test, you can keep going. When you do fail, however, things
turn really grim; add the difference between your Constitution
and Guns skill to the negative outcome of the Death Test, making
it much more likely you will snuff it.
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Eagle
Eye (EE): You are a real sharpshooter and have a
knack for making impossible shots.
You can ignore
armor when making Guns attacks. Additionally, you only take half
the penalties for range and as long as an opponent has less than
full cover, you halve those penalties as well. If you take this
schtick twice you take no penalties from range or cover –
as long as you have the target within range of your weapon and
can see even the smallest part of them, you can make a shot.
This schtick combines well with Zen Marksmanship.
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Fast
Draw (FD): Fastest gun in the East, you are quick
at the draw!
Drawing a gun is a zero shot action.
Additionally, you can increase your initiative by +1 for each
schtick you have in Fast Draw so long as you make your first
action a gun attack. You can take this schtick multiple times.
It works particularly well with the Stand and Deliver
schtick.
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Hail
of Bullets (HoB)*: Spray
a target with bullets, forcing him to take extreme measures to
dodge the deadly streams of lead you put in his direction.
It
takes an autofire weapon to work (unless you use this in tandem
with Itchy Trigger Finger or Shotgun Mastery). You
must fire at least six bullets to get this effect – not
only do you do the extra damage for burst attacks, all 1-shot
defensive actions taken as a reaction to a Spray Fire attack
become three-shot actions. This schticks tends to do a lot of
collateral damage – describe appropriately. Works very
well with Lightning Reload.
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Hair
Trigger Neck Hairs (HTNH):
You
have a razor-fine sense of self-preservation that lets you know
when the crap is going to hit the fan.
This schtick
allows the gunman to use his Guns skill AV instead of his
Perception for observing or being alerted to any ambushes,
ticking bombs, or other similar dangers that affect him or those
he is allied to in the immediate vicinity.
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Itchy
Trigger Finger (ITF): You
can handle a revolver like nobody's business – when you
get going, hot lead fills the air.
You can make
autofire attacks with any single or double action revolver or
any non-automatic pistol to increase damage. You are, of course,
limited by ammo capacity. This works superbly with Lightening
Reload.
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Kiss
the Ground (KtG):* Ever wondered why Killers spend
so much time doing cool head-first jumps instead of looking for
cover?
For each KtG schtick you have you may add a +1
to your Guns-based DV when you make an active Dodge. This is
stacks with the usual usual +3 DV bonus, but only applies to
ranged attacks (Guns, Blast, Spew, etc). You can take this
schtick up to 3 times. To use this schtick you must have enough
space to hit the deck, and you can't apply the KtG bonus two
shots in a row (you have to stand up, man). You can combine the
benefits of KtG with Slow-Motion Leap.
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Lightning
Reload (LR):
You
can reload very quickly – sometimes it seems like you can
keep firing with no regard to ammo capacity.
With 1
schtick you can reload clips and magazines as 0-shot actions and
hand-loaded weapons (like revolvers or shotguns) as 1-shot
actions. With 2 schticks all reloads are 0-shot actions and you
never run out of ammo, no matter how improbable. You can only
take this schtick twice for benefit.
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Shotgun
Mastery (SM): You
can handle a shotgun like nobody's business – when you get
going, shell shot fills the air.
You can make
autofire attacks with any pump-action shotgun, to increase
damage. You are, of course, limited by ammo capacity. This works
superbly with Lightening Reload. The revolver version is
called 'Fan the Hammer' and treats revolvers in the same
way, irregardless if they are single or double action revolvers
– the name sounds cool.
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Signature
Gun (SigG):
For each schtick spent in this
ability, you can select one specific gun as a signature weapon.
Your character might have his lucky Glock, the combat shotgun
his grandmother gave to him as a coming of age present, his
collector's edition ankle holster .32, and so on.
A
character using a signature weapon gets a +3 damage rating bonus
with that particular weapon. Note that this applies to a single,
actual weapon, not to all identical weapons; your lucky Glock
gives you a +3, but any other Glock of the same model doesn't do
anything special for you.
Besides this obvious benefit,
Signature Weapons have a form of script immunity. They are never
permanently damaged or lost; a villain may steal if from you,
but it will always pop up somewhere later in the story. They
never break down, though they can still jam. Customs officials
and doormen often turn a blind eye to Signature Weapons as well.
Unless the weapon couldn't be concealed under the clothes you
wear or the security inspection merits a scene of it's own, you
always manage to smuggle a Signature Weapon on board airplanes,
into presidential palaces and so on.
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Slo
Mo' Vengeance (SMV)*: Ever wondered why the hero
shoots last in the dramatic scene? Time seems to slow down as
you charge from cover, putting every ounce of power into your
guns and completely ignoring the world around you. Even though
we are allowed to see your enemies bullets whirling about you,
you still persist, and in the end triumph with a number of
well-placed shots. Inspired by the work of Carl Congdon
and Benjamin Baugh.
Spend three shots moving in slow-mo
(normal movement, no actions allowed). For the rest of the
sequence, you get a bonus to all your Gun attacks of +2.
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Slow-Motion
Leap (SML): You
can leap defensively. You are particularly good at gaining cover
or escaping the ever-popular explosions that make up any good
action sequence.
You can make a leap with a distance
in meters up to or equal to your Guns AV. This is a 1-shot
defensive action that gives you the standard Dodge bonus for
active dodges – the advantage is that you can use it to
gain cover very quickly. However, this schtick is only effective
against ranged attacks (Guns, Blast, Spew, etc.). You can't
use this if you are not being targeted by a ranged
attack – it is not Awesome Leap.
As an
additional benefit, if you are dodging any type of fire-based
explosion (grenade, bomb, etc) you can consider your Guns AV
instead of Toughness when determining damage. Gunmen refer to
this as 'fireball surfing'. You cannot apply SML two shots in a
row (you have to stand up sometime).
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So
Cool (SC):
You
are the ultimate in cool. Nothing ruffles your feathers or
disturbs your frosty demeanor. Ice water runs in your veins and
you are the ultimate in calm and collected.
You can
use your Guns AV instead of your Will when resisting
Imtimidation attempts. Additionally, you can use your Guns AV to
oppose any action, spell or effect which would cause you to lose
your cool (ie, a command from Influence to 'flee').
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Stand
and Deliver (SaD)*: You are an expert in holding
your ground against close-combat opponents. Endless hours of
drills and training have honed your reflexes to the degree where
you instinctively shoot at anything coming right at you without
even thinking.
Whenever someone you can perceive
engages you in close combat, you get one free shot at them out
of sequence, after they move but before they get to act. You
cannot attack someone you cannot perceive.
You can only
make on free shot in a given action – so if you are rushed
by multiple opponents you only get one attack. If you take this
schtick mulitiple times you can increase the amount of free gun
attacks you get by one per additional schtick. Stand and Deliver
combines very well with Hair Trigger Neck Hairs, as well
as with Fast Draw.
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Steady
Hand (SH)*: Nothing gets in the way of taking down
your foes...
You can ignore penalties and impairments
pertaining to your physical condition when firing guns.
Injuries, entanglement, paralysis, drunkenness; all can be
ignored. As long as you can still move at all, your inborn
reflexes let's you shoot with full effect. Your Dodge may still
suffer, however.
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Untouchable
(UT)*: Inspired by David Eber You maintain a
level of cool in a gunfight that is almost supernatural. Ice
water flows through your veins, and you can avoid gunfire
seemingly without effort. While others duck and dive for cover,
you simply sidestep the bullets, rarely ever having to take
cover. Friends and enemies alike speak in respectful tones about
your prowess. They say you're untouchable.
With
Untouchable, you can decide whether to dodge ranged attacks
after your opponent has made his attack roll. Once
you know the result of his attack roll, you can decide to dodge,
and/or spend Fortune. You only spend shots on the dodges you
actually decide to make.
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Way
of the Gun (WotG)*: by Dave Blewer Your
weapons are almost an extension of your own arms, they are
deadly in your grasp even when you wield them in melee
combat.
You can Pistol whip or club an opponent using
your Guns AV instead of Martial Arts. The damage of these guns
is as follows: Pistols, Strength +2, Large Pistol (Desert Eagle)
Str +3, SMG/Carbines +3, Assault Rifle, Shotgun or any other
Rifle Str +4. Crossbows count as SMGs, Bows as Rifles.
Signature Weapons add +3 damage to this amount.
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Zen
Marksmanship (ZM)*: A true master need not see
his target for his missiles to fly true.
With this
schtick you can ignore modifiers for visibility, obstructions et
al. You can shoot in complete darkness, at invisible opponents
or through thick fog or nauseous fumes with no penalty, though
you must know they are there and can still stumble when groping
around in the dark. You can ignore Cover & Concealment as
long as you could conceivably shoot through it; you can ignore
interior walls but not concrete walls, living creatures or armor
plate. You still take penalties for range.
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Sample
5-Gun-Schtick Combinations: The Gunslinger: The
Gunslinger likes to get off attacks early in the round and take
out as many people as possible as early as possible. If he gets
a bum rush, he has no problem taking out gangloads of mooks. A
high Speed is essential for a Gunslinger. Fast Draw
III Cock & Carry Stand & Deliver
The
Professional: The Professional likes to consider
himself as a cultured and refined artist. He avoids the messy
and indiscriminate wetwork of Maverick Cops, for example. He's
likely armed with rare or high quality firearms and is a master
of the killing shot from ten blocks away atop a roof. He's not
likely to wade into a group of goons if he can create a good
ambush instead. Good Perception and Dexterity are
appropriate. Art of Killing Carnival of Carnage
(rifle) Eagle Eye II So Cool
The Zen
Warrior: The Zen Warrior is 'One with the Gun'.
Nothing compromises her ability to fire her sidearm. She is
more likely to carry a precision weapon than a room broom. When
she has her target, there is nothing she can't hit if she puts
her mind to it. Eagle Eye II Steady Hand
Untouchable Zen Marksmanship
The Crazed
Gunman: Maverick Cops and psychotic Ex-Special Forces
who love to hose rooms down with more lead than is found in old
Rome's plumbing favor this package. The object is to pour out
unlimited quantities of bullets so that eventually everything
dies. There tends to be a lot of urban renewal around these
types of characters and explosions are a signature trademarks of
their exits from most fights. Lightning Reload II Hail
of Bullets Slow-Motion Leap Carnival of Carnage (SMG)
The
Utilityman: This guy has a weapon for all occasions -
if you name it, he's got it right at hand, in his guitar case
(think Antonio Banderas in 'Desperado'), bag, whatever. He
operated best by going through expensive hardware like Kleenex
(he never reloads, he just keeps whipping out new hardware) and
is an expert at clearing a room of mooks in slow-motion action
sequences.. Bag Full of Guns Cold Steel Fast Draw
I Slow Motion Vengeance Kiss The Ground
The
Specialist: This guy has his favored pet set of
collector's edition gold-plated Desert Eagles that never let him
down. He probably has a name for them and treats them better
than most of his girlfriends. He does a LOT of damage and can
clear out Named opponents with ease. Signature Weapon (2
pistols) Both Guns Blazing I Lightening Reload II
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*These
schticks were adapted from the T3
Feng Shui rules and are Copyright © 1998 and onwards, Carl
Cramér.
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