Shi-dango
By Sinestus

Designed around the use of small firearms in close quarters, Shi-dango is one of the few styles to actually incorporate modern weapons in its techniques. Shi-dango is specifically designed to work with compact revolvers (as they can often withstand more abuse), but can be used with just about any compact firearm (in a Rifts environment small laser pistols can also be used). Standard training is done with a silenced, .38 snub-nosed revolver, or silenced Glock 32. (And often 'sandbag' rounds are used instead of normal ammunition, [reduce damage by one die, but lowers KO by one).
Note: usually under 15 feet is Point Blank, firearms deal damage and a half.
Requirements: P.P.: 12, P.E.: 10, generally honorable. (Cannot be enhanced with boxing or kickboxing.)
Training: 6 years.
Character Bonuses
+1 to I.Q.
+2 to P.P.
+2 to P.E.
Stance: Varies, generally facing the opponent sidelong, one hand on primary pistol, but not drawn.
Outfit: Something loose and comfortable, usually with two to four concealed pistols.
Combat Skills
Attacks per Melee: 2
Hand Attacks: strike/punch, knife hand, backhand, palm strike. Pistol Whip deals 1d8 damage.
Foot Attacks: tripping leg hook, backward sweep, snap kick, kick
Basic Defense Moves: automatic parry, parry, dodge, roll.
Advances Defense Moves: breakfall, multiple dodge.
Holds/Locks: wrist hold, arm hold, leg hold, neck hold, wrist lock.
Escape Techniques: roll, breakfall.
Modifiers to Attack: knockout, critical.
Special Moves:

Point and Shoot - a quick jab with the pistol, followed by a shot. Deals 1D6 damage for jab, double damage for shot (one roll)

Pistol Whip Knockout - similar to the Aikido knockout, deals 1D6 damage, and if successfully done from behind or to someone in a hold, knocks out for 1D4 minutes.

Short Range Burst - can fire a quick six shot burst (fanning the hammer on revolvers). -1 to strike, deals normal damage for each shot (roll strike for each shot). Not available until sixth level. Takes two actions, uses both hands, only possible with revolvers. and cannot be done in grappling range.

Defensive Shot - used with anticipation. Only does normal damage, and hits main body. Only +3 to strike. Not available until sixth level. cannot be done in grappling range.

Natural KOs and Criticals DO carry over for pistol when used as blunt and when shot at close range.

Weapon Katas: WP: Blunt/pistol (as in using the pistol as a blunt weapon)
Additional Skills: Anticipation, WP: Pistol/Revolver
..........(NOTE: This training does NOT use paired pistols, nor can the martial artist have the WP: Pistols - Paired option.)
Martial Arts Powers:
QuickDraw Initiative - draw/shoot. +1 for every 3 points of P.P. above 15. +1 every 3 levels.

Sharpshooting Pistol - can use P.P. Bonus when shooting under 15 feet+1 feet/level. Can roll/shoot without penalty.
Level Advancement Bonuses
1st: +1 to strike, hold, and parry.
2nd: Knockout on natural 19+, Critical on natural 18+
3rd: +1 to damage (not when shooting), +1 attack
4th: +2 to parry, +1 to roll.
5th: Gain Zanshin Circle, +2 to dodge.
6th: +1 to holds/locks and breakfall.
7th: +1 to dodge, Critical 17+
8th: +1 to strike, +1 attack.
9th: Automatic Wrist Lock option with parries.
10th: +1 to parry, dodge, and roll
11th: +1 to damage, KO on natural 18+
12th: Triple Damage with shooting under 20 feet (instead of the usual Damage and a half.)
13th: +1 attack, +1 to initiative
14th: gains Parry/Strike or Auto Dodge option.
15th: +2 to parry and hold.



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