Pistol Duelist
By Kuseru
Entrance Requirements: Requires a Minimum M.E. of 14 and P.P. of 12. Must be of Honorable Alignment, but tends to be avoid Good alignments.
Skill Cost: 7 Years (5 Years as a Secondary Martial Art Style)
A duel is a fight which takes place between two opponents usually armed with weapons, and in the presence of witnesses, to settle an argument or point of honor. In Roman times, there were the gladiators, who made their way up from ignominy to fame through their individual skill alone. Around 501 AD, trial by battle or judicial duel, was established and came to be the accepted method of settling feuds throughout western Europe. The spread of knighthood led to the development of the duel of chivalry. A strictly enforced code of conduct (the Code Duello) was eventually introduced, from which the duel of honor evolved by the late 15th century. Dueling reached its peak in the mid-17th century, when gentlemen challenged each other to fight on the slightest pretext. In the 18th and early 19th centuries 'hired guns' (typically of the "Old West") wandered about, fighting for glory, or money, or for lack of a better calling in life.
After the initial challenge, each duelist chose a friend, called a second, to witness and assist at the event. Swords, and later pistols, were the most popular weapons employed, though some notable duels occurred involving weapons such as harpoons. Duels did not always result in the death of a combatant; occasionally they were fought to the drawing of blood. Women also engaged in dueling, called "petticoat duels." Entering into this form of conflict are specialists who would sell their prowess at dueling. Often they are loners or even outcasts, disaffected people whose only claim to fame is their reputation with their gun or blade. Though their profession is often illegal, duelists adhere to a code of honor. This code is mostly composed of the strictures of the Code Duello, but duelists, by their very nature have additional interest in maintaining the appearance of honor. They adhere strictly to their contracts and take professional pride in their work. They engage in fair play in combat, not because of any misplaced knightly virtue, but because they consider themselves highly professional and do not stoop to using trickery, sneak attacks, ambushes, or indirect attacks in their line of work.
Costume: Typically wears fine suits of dark-colored clothing without a trace of color with which to give an opponent a target to shoot at.
Stance: Typically stand perpendicular to target, pistol arm pointing straight down at side with the gun muzzle pointed at the grass. The weapon is brought up to shoulder height while aiming at the target when the Duelist has begun.
CHARACTER BONUSES
Add +2 to M.E.
Add +2 to P.P.
Add +10 to S.D.C.
COMBAT SKILLS
Attacks per Melee: 4
Escape Moves: Roll with Punch/Fall/Impact
Attack Moves: None.
Basic Defense Moves: Automatic Parry, Dodge, Parry.
Advanced Defense Moves: Combination Dodge/Attack, Combination Parry/Attack.
Hand Attacks: Strike (Punch)
Basic Foot Attacks: Kick Attack
Jumping Foot Attacks: None.
Special Attacks: Aimed Shot, Called Strike, Pistol Whip (Does 1D6 damage), Head Shot/Death Blow.
Holds/Locks: None.
Weapon Kata (Pick One): W.P. Revolver, W.P. Automatic Pistol, W.P. Energy Pistol. Automatically gets W.P. Quick Draw: Hand Guns & Rifles.
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: Etiquette
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.
Philosophical Training: Code Duello.
If this is your Primary Martial Art then the following other styles can be learned in a shorter time:
LEVEL ADVANCEMENT BONUSES
1st: +1 to Quick Draw Initiative, +4 to Strike with Aimed Shot, +2 to Roll with Punch/Fall/Impact, Called Strike on a 20.
2nd: +1 to Damage with one round, +1 Attack per Melee, +1 to Strike with Burst, +2 to Parry/Dodge.
3rd: +1 to Quick Draw Initiative, +1 to Strike with Aimed Shot, Ambidextrous Training Complete, +1 to Pulled Shot.
4th: +1 to Damage with one round, Walking Aim, Called Strike on a 19 or 20.
5th: +1 to Quick Draw Initiative, +1 to Parry/Dodge, Head Shot Death Blow on a Natural 20.
6th: +1 to Strike with Aimed Shot, +1 to Damage with one round, +1 Attack per Melee, Reputation (Horror Factor 8).
7th: +1 to Quick Draw Initiative, +1 to Strike with Burst, Called Strike on a 18, 19, or 20.
8th: +1 to Damage with one round, +1 Attack per Melee, +1 to Roll with Punch/Fall/Impact, Reputation (Horror Factor 9).
9th: +1 to Quick Draw Initiative, +1 to Strike with Aimed Shot, +1 to Parry/Dodge, +1 to Pulled Shot.
10th: Add one additional die of pistol damage with one round, +1 Attack per Melee, Reputation (Horror Factor 10).
11th: +1 to Quick Draw Initiative, Blind Shooting, Called Strike on a 17, 18, 19, or 20.
12th: +1 to Strike with Aimed Shot, +1 Attack per Melee, +1 to Strike with Burst, Reputation (Horror Factor 11).
13th: +1 to Quick Draw Initiative, +1 to Dodge, Head Shot Death Blow on a Natural 19 or 20.
14th: Add one additional die of pistol damage with one round, +1 Attack per Melee, Reputation (Horror Factor 12).
15th: +1 to Quick Draw Initiative, +1 to Roll with Punch/Fall/Imapct, +1 to Pulled Shot, Called Strike on a 16-20.
Why Study Pistol Duelist?
To join this style is to fully exploit the destructive power of the human body. Fast and deadly with a gun takes on new meaning among these professional killers. A deadly martial art that has the single disadvantage of being dependent on a weapon for effective combat. Weaknesses are a difficulty with multiple attackers and a lack of "internal" training.

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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