Gun Fu (Exclusive)
By Kuseru
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 Attacks: 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:
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.

NOTE 1: All of the gun styles use their superior level advancement bonuses in place of the weapon proficiency bonuses for modern weapons.

NOTE 2: Gun Styles use these Modern Combat Rules.

NOTE 3: Gun Styles use these Modern Weapon Proficiencies.

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