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.



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.


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.


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.


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.


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.


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.


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.


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.


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.


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.


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.


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.


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.


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.


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.


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.


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.


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.


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).


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').


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.


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.


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.


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.


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.


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


*These schticks were adapted from the T3 Feng Shui rules and are Copyright © 1998 and onwards, Carl Cramér.


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