Gunslinger
By Kuseru
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 Attacks: 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:
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 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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