Firearm Martial Art Powers

Dancing Gun Atemi: This is a specialized atemi attack which must be used with a firearm. When the character uses this atemi strike, he can make the target of the attack dance by aiming at his feet. The character must roll to strike for each time the atemi attack is attempted, failure means that the victim has been struck by a bullet, and cannot be made to dance.

Dodge Bullets! The character is so familiar with weapons, trajectory, the use of guns and the psychology of gun-men, that he can anticipate and react to people shooting at him. Thus, he can attempt to dodge or parry any attack he can see aimed at him. His usual dodge and parry bonuses are reduced by half, but no other penalties (including the notorious -10 to dodge rule) apply.

Enlightened Ammunition: This is a zenjoriki power which allows the character to cut and paste those individual segments of time, allowing the character to shoot a firearm without running out of ammunition. The effects of this zenjoriki power typically last 1D6 times longer than the weapon would normally be able to fire before having to reload (i.e. if the weapon normally holds 10 rounds and a three is rolled, the character could shoot 30 rounds before having to reload the weapon).

Extended Range. The character can accurately aim and shoot farther than is normally expected for any given weapon. Increase range 10% per level of experience.

Magic Wand: This is a unique martial art technique which involves pointing a firearm at a target and ordering them to perform a task. The victim must roll to save against Magic. Failure means the victim has no choice but to perform the task. Success means the victim does not have to perform the task, however failure to do the task usually results in the death of the victim.

Sense if Gun is in Working Condition and Loaded. Knows instantly if a weapon is in working (though it may be imperfect) condition and loaded. Can also take apart, clean, unjam, reload and repair any gun in one tenth the time it takes most other people; i.e., a few seconds (two melee actions) to reload, unjam or take apart handguns (double that time for rifles), to 1D6+1 minutes to make basic repairs or do a thorough cleaning.

Sense Exact Ammunition Count. Being one with his weapons, the character always knows exactly how much ammunition they contain, second by second, like a digital counter is in his head. Can never be caught by surprise by ammo running out unexpectedly. He also knows when the weapon has been fired by someone else, approximately how long ago that was, and whether it has been tampered with, booby-trapped or damaged in any way.

Teleport Guns. Can make two guns appear in his hands at will, loaded and ready for action (or just two full ammo clips); counts as two melee attacks/actions. The guns must belong to the character and be stored or concealed within a 10 mile (16 km) radius of the character to be summoned. Can also teleport his guns to one secret location (home or supply depot) in the same fashion. Can not teleport other objects or anything tied to his weapons, guns only, and the guns must always belong to the character.

Use Flawed Guns: As long as the weapon can fire, the character can adjust to any flaws, imbalances, and defects or imperfection the weapon may have (i.e., does not suffer from any penalties from an old, flawed, or damaged weapon).

Woo Fu: This is a special leaping technique in which the character can perform a leap dodge while simultaneously firing a pistol or revolver. The character has no penalties to dodge or strike, but no bonuses either (this technique can be used to dodge bullets/energy blasts without a dodge penalty).

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