Beruflich Dokumente
Kultur Dokumente
6. Ricochet shot! The shooter can bounce bullets and other fired projectiles off of one surface and angle the shot in such a way that the
projectile ricochetslbounces off and hits a different/ second target! Inflicts only one point of damage to the first surface and full.
damage to the second. Reduce bonuses to strike by half. This can also be done with laser weapons but the ricocheting surface must be
mirrored or highly polished. Glitter Boys are excellent reflective surfaces for perfonning a ricochet laser shot. Particle beams, ion
blasters, rail guns, minimissiles and other types of weapons cannot be used.
2nd Level: 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; Le.,
a few seconds (two melee actions) to reload, unjam or take apart handguns (double that time for rifles), to 106+ I minutes to make
basic repairs or do a thorough cleaning. Extended Range. The Gun Master can accurately aim and shoot farther than is nonnally
expected for any given weapon. Increase range 10% per level of experience. In the alternative, by expending Chi (I.S.P.), the character
can instantly double the range of one weapon. I.S.P. Cosl: Fifteen per melee round. Cannot be used to extend the range of weapons
used by other people.
Bonuses: +I attack per melee when using a gun for the entire melee round, and +206 to Permanent I.S.P. Base.
3rd Level: Hand Strike with Gun. An attack that uses the gun (handgun or rifle) as a blunt weapon for extra hand to hand damage.
Damage; An extra +206 S.D.C./Hit Point damage to punch attacks against mortal foes, or 204 M.D. (total) against demons, other
supernatural beings, creatures of magic, and any Mega.Damage opponent, but to inflict M.D. the character must expend LS.P. I.S.P.
Cost: 4 I.S.P. per melee round to inflict M.D.
Parry with Gun. Parry hand to hand and melee weapons (knife, sword, club, etc.) using the gun in such a way that it can block attacks
without damaging it. The character's usual parrying bonuses apply.
4th Level: Sense Exact Ammunition Count. Being one with his weapons, the character always knows exactly bow 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. Conceal Weapon. The character can palm handguns (revolv ers,
pistols, and energy blastcn) to hide and move them around to avoid their being detected when frisked. Base Skill: 66% +2% per level
of experience (-20010 when being frisked/patted down by another Gun Master, Professional Thief or a Master Psychic). Can also
make the weapon (two maximum) invisible to metal and gunpowder detectors, X-ray machines and similar devices, but to do so
requires the expenditure of I.S.P. I.S.P. Cost: Six per melee round. Nole: Cannot conceal any other items even if smaller than a pistol.
5th Level: 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 (Le., does not suffer from any penalties from an old, flawed, or damaged weapon). Fire Broken
Guns: Can make n broken weapon fIre as if it were !()()01o operational. I.S.P. Cost: Six per melee round. Bonuses: +1 attack per
melee when using a gun and +206 to Pennanent I.S.P. Base.
6th Level: Pull Gun Shot. The ability to shoot to nick or wing, doing minimal damage; as little as one point of damage, never more
than 40% of the usual damage. Typically perfonned to intimidate or warn an opponent, or to show off or have a little fun. Bullet
Punch. The Gun Master can hit an opponent with the impact of a bullet. This is a two-finger, stabbing strike that does 506 S.O.C./Hit
Point damage or 406 M.D. depending on the nature of the target (S.D.C. to mortals, M.D. to Mega-Damage beings and structures). If
there a disadvantage to this attack, it's that the hand must be empty (can NOT use a gun to jab a foe). tS.P. Cost: Four per strike.
7th Level: Telekinesis Guns: '[be character can make any loose gun (not held in someone's hand, secured, tied down, or locked up)
that he can see, fly into his hand with lighming speed. Counts as one melee attack/action, requires line of sight and has a maximum
distance of 100 feet (30.5 m). LS.P. Cost: Six. Bonuses: +2 attacks per melee when using a gun for the entire melee round, and
+206+6 to Permanent lS.P. Base.
8th Level: Shooting Blind: The usual penalty for shooting blind (-to to strike) is half(S to strike). Penalties for striking invisible
targets are also half. Create Bullets in Weapon: At this level of advancement, the Gun Master can make his weapon fire bolts of energy
that inflict 306 S.D.C. or M.D., depending on the nature of his target, +2 points of damage for each additional level of experience.
LS.P. Cosl: Ten per gun, per melee rounll (15 seconds).
9th Level: Dodge Bullets! The character is so familiar with weapons, trajectory, the use of guns and the psychology of gunmen, that
he can anticipate and renet 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. lotb Level:
+1 to strike with guns, +2 to disarm with guns, +3 to perform a pulled gunshot, +306+6 to Permanent I.S.P. Base.
10th Level: Explosive Kick: A powerfu~ snapping kick that does 4010 (or lD4xlU) damage piUS any P.S. attribote damage as S.D.C.
or M.D., depending on the nature oftbe target. Doesn't work on Ghosts, Entities, or energy beings and counts as Ode attack.
12th Level: S.D.C. or M.D. BulletsIRounds to Strike Spirits. The chanlcter turns any projectile or Chi created bullet fired from a gun
into ammunition that can hit and hurt Undead, Ghosts, Entities, Astral Beings, the intangible and energy beings. Damage as per the
ammunition used and damage is S.D.C. or M.D. depending on the nature of the target. I.S.P. Cost: Twenty per melee round, per gun.
13th Level: Bonuses: +1 attack per melee when using a gun, and +406+10 to Pennanent I.S.P. Base.
14th Level: 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 Gun Master 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. I.S.P.
Cost: Thirty.
15th Level: The Patient Shot. The Gun Master can spend all of his focus for one full melee round (15 seconds) on aiming at one target
to get the perfect shot. This nets him an additional +6 to strike or disarm (with bullet), in addition to all other bonuses, for one
precision shot. If the shot hits. it is always a Critical Strike (double damage). Note: If the roll is a Natural 19 or 20 (roll of 1020
without bonus modifiers), the shot is either, 1) Bull's Eye! Hits the exact targetllocation the shooter was aiming at (hand, head, gun,
antenna, strap, button on a shirt, etc.), and will succeed in shooting a weapon out of someone's hand if that's what he was trying to do,
but at nonnal damage for that weapon, or 2) is a Critical Strike and does triple damage to whatever the character was shooting at
(hand, head, weapon, antenna, sensor cluster, etc.), otherwise damage is to the main body when no specific target was announced for a
"Called Shot." If a mortal target, and the strike roll is higher than the Armor Rating (A.R., if any), damage is direct to Hit Points. I.S.P.
Cost: Ten.
4. Trained to Sense and Manipulate Chi. The character has been taught how to gather and direct "Chi" (the life force that exists even in
very weak P.P.E. environments) so that it can add Mega-Damage to otherwise ordinary weapons, see Tao Jen Qiang (The Way of the
Patient Gun), above.
5. Powers of Meditation. At an early age the character learned to focus all internal energies ofthe mind (Inner Strength Points) into
meditation, contemplation, and increasing internal sensitivity to the stirring of subtle Chi. This life decision means the character will
never have additional psionic powers other than abilities that apply to Tao Jen Qiang. However, the character is skilled in Meditation.
Permanent I.S.P. Base: M.E. attribute number +406, with an additional +5 I.S.P. at each level of advancement.
6. a.c.c. Bonuses: +104 to P.S., +1 to P.E., +3 to P.P. and +1D6 to Spd. +1 anack per melee round, + 1 to parry and dodge, +2 to
disarm, +2 to roll with punch/faIVimpact, +2 to save vs Horror Factor and +1 to save vs possession.
7. Base S.D.C.: 5D6+32.
Grammaton Cleric O.C.C.
Also known as "Cleric"
Alignment: Any, but the majority are Principled (20"/0), Scrupulous (400h), Unprincipled (200h), and Aberrant evil (10%; those who
are Aberrant are just entirely self-delusional about being the good guys).
Attribute Requirements: I.Q. 9 minimum and P.P. should be above 13, with a high M.E. and P.E. helpful, but not required.
Racial Requirements: None, although predominately human. Female Gun Masters are welC(lffie but aren't common (under 200h).
Rolltbe Eigbt AUribut~as normal for the character's race.
Average Level of Experience (N.P.c.): 106+3 for Non-Player
Characters, or as set by the Game Master. Player Characters
start at first level.
Gun Master O.C.C. Skills:
Basic Math (+ 15%)
Camouflage (+10%)
Computer Operation (+ I0%)
DetCi:t Ambush (+10%)
Disguise (+ 1(010)
Find Contraband (+12%)
Land Navigation (+12%)
Language: Native Chinese Speaker (95%)
Literacy: Chinese characterslideograms (85%)
Lore: Demons & Monsters (+l5%)
Meditation
Military Etiquette (+15%)
Radio: Basic (+10%)
Radio: Scramblers (+ 10%)
Recognize Weapon Quality (+20010)
Physical Skills: Choose any two from: Acrobatics, Aerobic
Athletics or General Athleti~;, Body Building & Weight
Lifting, Boxing, Climbing, Gymnastics, Prowl, Running,
Swimming and SCUBA (+5% where applicable).
Hand to Hand Combat: See #2 ofO.C.C. Powers & Abilities,
above.
a.c.c. Related Skills: Select six starting skills at level one,
and one additional skill at levels 3, 6, 9, 12 and 15. All new
skills start at level one proficiency.
Communications: Any (+5%, but +I0% to Surveillance Systems).
Domestic: Any.
Electrical: Basic Electronics only.
Espionage: Detect Concealment, Intelligence, and Interrogation
Techniques only (+2%).
Hor.>emanship: General and Exotic Animals only.
Mechanical: Automotive and Basic Mechanics only.
Medical: First Aid only.
Military: None.