Tamadomejutsu
By Kuseru

A very advanced, supernatural version of yadomejutsu which allows the character parry bullets. The character cannot parry bullets or energy blasts with their bare hands! They must have something like a shield, piece of metal, or a weapon that can be used to parry the attack. At first level the character can attempt to parry one bullet (with no bonuses and a -8 penalty to parry) or a short burst (with no bonuses and a -12 penalty to parry) but it uses up all the characters melee attacks for that melee round (automatic defenses can still be used, but no actions requiring an attack/action per melee can be used). At second level the character can parry with a -7 penalty for one bullet and a -11 penalty against a short burst. The character's penalties are reduced to -6 (single bullet) and -10 (short burst) at third level. This technique costs only four of the character's attacks at fourth level and the penalty is reduced to -5 (single bullet) and -9 (short burst). At fifth level the character's penalties are reduced to -4 (single bullet) and -8 (short burst) or the character can attempt to parry a long burst with a -12 penalty and by using all the character's melee attacks. The penalties are reduced to -3 (single bullet), -7 (short burst), and -11 (long burst) at level six. At seventh level the penalties are reduced to -2 (single bullet), -6 (short burst), and -10 (long burst). Deflecting single rounds and short bursts only costs three attacks at eight level, with the penalties reduced to -1 (single bullet), -5 (short burst), and -10 (long burst). The character's penalties are reduced to no penalty (single bullet), -4 (short burst), and -9 (long burst) at ninth level and the long bursts can be parried for the cost of four attacks. At tenth level, the character receives one-fourth their bonuses in parrying single bullets, a penalty of -3 (short burst) and -9 (long burst). Also at tenth level, the character can attempt to parry a full melee/entire magazine burst at a penalty of -12 and by using all the character's attacks for that melee round. At eleventh level the character has half their bonuses for parrying single bullets, and penalties of -2 (short burst), -8 (long burst), and -11 (full melee/entire magazine burst). Twelfth level allows the character to parry single bullets and short bursts with full bonuses and a cost of only two attacks per melee round, penalties are -1 (short burst), -7 (long burst), and -10 (full melee/entire magazine burst). At thirteenth level the character can parry long bursts for the cost of three attacks and has no penalties for parrying short bursts, additional penalties are -6 (long bursts) and -9 (full melee/entire magazine bursts). Fourteenth level allows the character to parry full melee/entire magazine bursts for the cost of four attacks per melee and the character can parry short bursts with half their usual bonuses with penalties of -5 for long bursts and -8 for full melee/entire magazine bursts. At fifteenth level the character can parry single bullets and short bursts for the cost of one melee attack and full bonuses, the penalties are -4 for long bursts and -7 for full melee/entire magazine bursts. If the character selects this martial art power at a level other than first, they start at first level and advance each level there after in this ability.

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