Martial Arts - Styles
Martial Arts actions vary greatly depending on the style they come from, although in strict rules terms, a throw is a throw, regardless of whether it is performed by an aikidoka or judoist. In Fading Suns, style is mainly a matter of atmosphere. While styles do flavor and modify certain actions, they are mainly used to enhance roleplaying — characters don’t just pull their Martial Arts actions out of nowhere; someone had to teach them. In the Known Worlds, martial stylists proudly advertise their affiliations and engage in fierce rivalries with other stylists. Grand tournaments are held to determine whose style is best. But, in the end, it is usually not the style that determines the outcome of a fight, but the fighter herself.
Below is a list of the more famous martial styles. Others exist, but teachers are rarer.
Shaidan: A no-nonsense power form similar to ancient Urth karate. The Grand Master of this style is Duke Enrico de Aragon, a Hazat noble. He has spread the popularity of this art far and wide, and it is now considered the art of choice for people of class and distinction. Honor is highly valued and underhanded fighting tactics are frowned upon — such maneuvers are for peasants, not noble lords. Shaidan stylists may learn Fist actions at one level lower than the action’s required level. However, kicks and grapples are considered somewhat uncouth and are not as widely practiced. Kicks and grapples cost one extra experience point to learn.
Koto: A tricky art using misdirection to deliver unexpected blows onto an opponent. Named after a mythological trickster bird from the folklore of the planet Aylon, the current Grand Master of this style is Baron Jamal al-Malik, a student of Count Rumi al-Malik. Jamal inherited the title after the mysterious disapearance of his master. The art is steeped in weird mystical philosophies involving riddles and deconstructive ontology. Count Rumi’s students teach the art to anyone who proves worthy, and are said to teach even serfs (a crime on some worlds).
Mantok: Named for Mantius, the Prophet’s disciple (also known as the Soldier) whose purview is Protection. This is the Brother Battle martial fighting style, taught only to members of that order. There are harsh penalties for teaching its secrets to outsiders. At low levels, it is a powerful style utilizing strength and body mechanics prowess. At the higher levels, internal, or Wyrd, power is utilized to perform amazing feats with little effort. Brother Battle monks who practice Mantok can buy any martial action for one less experience point than the usual cost.
Iron Heel: An art practiced by the Muster. It is a downand-dirty commando art which recognizes the necessity of
incapacitating an opponent over the need for honor. Kicks
and holds are specialized in, the former for their reach, the
latter for their ability to hold an opponent long enough to
cuff him.
Muster stylists may learn Kick and Grapple (Hold) actions at one level lower than the action’s required level. However, internal mastery actions are rarely practiced; add two to the experience point cost of any action of Level 7 or above.
Jox Kai Von (Jox Boxing): A nasty and dirty Ur-Ukar art with no-holds barred — eye gouges, groin punches, ear pulls, etc.. It is a close-in fighting style, and thus relies on few kicks. Although the Grand Master is an Ur-Ukar, this art is popular among the Decados as a sport against freemen and serfs (they rarely use it against fellow nobles). Jox stylists may learn Grapple (Hold) actions at one level lower than the action’s required level. However, kicks cost two extra experience points to master.
Graa: Because this style relies on a Vorox’s six limbs, non-Vorox may not learn Graa. Vorox physiques allow for special techniques, and a few Vorox have taken advantage of this and raised their techniques to a martial form. This art is rare among the Vorox, as it is practiced by only a small percentage of civilized Vorox.
Martial Arts Actions
Refer to the Martial Arts Actions Chart for specific rules effects.
Martial Fist
Level 1
A punch, slap or strike with the hand or arm using advanced techniques. Throwing a martial punch is not just a matter of thrusting the arm outward; it also involves foot stance and torso movement. In many styles, power is generated in the torso rather than with the arm. There are many types of martial punches with many names, from Shaidan’s Royal Palm, Koto’s Jagor Strikes the Amenta (named after alien beasts) to Mantok’s Step Forward, Deliver the Sermon.
Martial Kick
Level 2
A strike or sweep with the leg or foot using advanced techniques. Training in Martial Kick also implies a certain amount of limberness and flexibility in the legs. Different styles have different kicks, from high kicks to the head to low kicks to the shin. Styles vary from Shaidan’s Peasant Heel, Koto’s Step to Sky, to Mantok’s Bend Knee, Turn the Page.
Head Butt
Level 3
Exactly what it sounds like. Not a charge, but a close-up blow from the attacker’s head. This may hurt the attacker in addition to his opponent, and thus is only for the tough and (fool)hardy. The attacker will take the full damage of any blow that deals more damage than his Endurance (armor will protect him but not an energy shield). Most people can butt their heads against a foe, but without training in this action, they will take the full damage they deal to their target, regardless of their Endurance.
There are no head butts in Shaidan style, but Koto has Wisdom Meets Folly and Mantok teaches Bow to Pray, Greet the Beloved.
Martial Hold
Level 3
A Grapple is brute strength versus brute strength, but a Martial Hold uses body mechanics to more easily fell an opponent. This can either be a wrestling maneuver or a simple wrist grab and lock, depending on the style. It relies on leverage and effective holds rather than raw strength to immobilize opponents. The stylist rolls Dexterity + Fight to first grasp his target (this can be resisted with a dodge). If successful, he rolls Dexterity + Fight again, but he can add the victory points from his previous roll to this roll. This roll is contested by the target’s Strength + Vigor roll. If the stylist is successful, the target is grappled. The attacker can then choose to deliver the grapple damage (3d) per turn. The normal attacker bonus for successive turns of grappling applies (see Grapple, above). In addition, characters who learn this action can choose to resist Grapples or Martial Holds with their Dexterity + Dodge rather than Strength + Vigor.
Some names for different hold maneuvers are Shaidan’s Bid Thee Kneel, Koto’s Throw the Net to Catch the Fish, or Mantok’s Grasp Hand, Bow to Pray.
Block
Level 4
An advanced dodge, the stylist can twist to avoid blows or redirect the force of the blow with his limbs. Resolve a Block just like a Dodge, but if the stylist’s roll is successful, add three successes for resisting attacks.
Thus, this action does not improve a character chances of meeting an attack, but if he does, he is better at deflecting it.
Confuse Foe
Level 4 and 7
The character performs all sorts of crazy, distracting tricks to overcome his foe’s concentration, from mimicking drunken stumbles to pretending a greater enemy is standing behind the opponent. The character rolls Wits + Knavery; each victory point subtracts from the opponent’s dodge or block roll for the character’s next attack (in that turn or the next). A Level 7 version of this action allows a block action along with the confusion action (with no multiple action penalty).
Shaidan has no such confusion tactics, although Koto practioners are perhaps the best at them. They have many manuevers for this, from Monkey Steals the Peach to Jolo Bird Squawks (named after a particularly annoying Aylon bird’s cries). Mantok even has Step to Side, Speak in Tongues.
Disengage
Level 4
The character knows how to best slip out of grabs or holds. He gains a +3 bonus on his Strength + Vigor roll to resist grapple actions. Shaidan calls this Ending the Tryst, while Koto artists call it Water Escapes the Net. Mantok has Step Back, Resist Temptation.
Martial Throw
Level 4
The stylist grabs his opponent and throws him. Not all styles utilize throws; those that do usually rely on leverage rather than strength. This is resolved like a Martial Hold (above), but instead of grappling a target, the stylist throws him one meter per success, up to a maximum distance equal to his Strength. The damage is 3d plus 1d per three meters thrown. If the target was Charging the stylist, the stylist gains a +1 bonus to his second roll per meter the target has run.
This could be Koto’s Fling the Monkey or Mantok’s Grasp Hand, Send Gift to Heaven.
Rooting
Level 4
The character can sink and center himself, making it much harder for opponents to topple him. He gains a +3 on any roll to resist being knocked over in combat, although he may not move in the same turn he roots. Once a character successfully roots, he does not have to keep rolling until he is uprooted.
Of the many names for this action in different styles, there is Shaidan’s Astride the Throne, Koto’s Sage Stays Home, and Mantok’s Remain Still, Reach to Heaven.
Claw Fist
Level 5
A more lethal punch than Martial Fist, its name comes from the most common variant of this action, which involves a raking or piercing strike to a vital area. This could be Shaidan’s Sword Fist, Koto’s Royal Vorox Decrees, or Mantok’s Close Palm, Reach the Heart.
Drop and Kick
Level 5
The character drops low and kicks, hopefully gaining surprise by hitting his opponent from an unexpected angle. This enacts a -2 initiative penalty on the attacker’s next action. Of the many names for this action, Shaidan has Diegn to Speak, Koto has Bow to Offer Tithes, and Mantok has Bend Down, Step Through Door.
Tornado Kick
Level 5
A spinning back kick. The stylists spins in a circle, striking his opponent with his outthrust leg, which has gained immense momentum from the spinning. This could be Koto’s Weathervane Predicts the Storm or Mantok’s Raise Foot, Spin the Prayer Wheel.
Sure Fist
Level 6
A punch that trades speed for increased accuracy. This could be Shaidan’s Noble Decree, Koto’s Tortoise Wins the Race, or Mantok’s Spread Palm, Speak the Truth.
Leaping Kick
Level 6
The stylist leaps through the air to connect with his opponent while airborne. Iron Hand stylists have been known to knock interfering nobles from their mounts with their leaping kicks. This could be Koto’s Prophet Walks on Clouds or Mantok’s Leap Forward, Embrace the Sun.
Choke Hold
Level 6
A grappling action designed to render an opponent unconscious either by cutting off his air (choking) or through system shock. After three turns of successful grappling (or if the target becomes stunned by grappling damage), the attacker rolls Strength + Vigor versus his target’s Endurance + Vigor. If successful, the target falls unconscious for a number of turns equal to the attacker’s Strength.
Various different Choke Hold maneuvers include Koto’s Singing the Lullaby or Mantok’s Clasp Neck, Wring Out the Robes.
Bear Hug
Level 7
A crushing grab. The character wraps both arms around his opponent and squeezes. This is considered a grapple, but the target does not get a resistance roll (unless he elects to dodge). For each successive turn, the character can keep squeezing his target and inflicting damage; he does not have to reroll the goal but he must reroll the damage. His target must make a resisted Strength + Vigor roll to escape the hold.
In Koto, this action is called Vorox Greets a Friend, and Mantok calls it Extend Arms, Embrace the Pilgrim.
Iron Body
Level 7
The character has practised many painful excercises which have hardened his bones. When he blocks a hand-to-hand attack (not weapon attack), his opponent may be injured. When making a block action, the number of victory dice gained on the roll act as damage dice against the character’s attacker. Otherwise, the block action is resolved normally to resist attacks.
Shaidan calls this practice Golden Armor. Koto calls it Ascorbite Lends His Hide. In Mantok, it is known as Cross Arms, Don the Robe.
Speed Fist
Level 7
A quick punch designed to land a blow before an opponent can defend against it. Add three to the successes to resist an opponent’s dodge (these successes do not affect damage). This could be Shaidan’s Cannon Fist, Koto’s Snake Surprises the Sleeper, or Mantok’s Thrust Hand, Pluck the Coal.
Trip Kick
Level 7
A low kick designed to knock an opponent off his feet, usually by hooking the ankle around the opponent’s ankle or by throwing the opponent off balance through misdirection and toppling him with a kick. Compare the goal roll to the target’s Dexterity + Vigor roll. If the attacker is successful, the target is knocked down. (It takes two actions to stand up again.)
This could be Koto’s Monkey Tail Plays While Hands Surrender or Mantok’s Step Forward, Sweep the Floor.
Throw Group
Level 7
The character must first learn Martial Throw (see above). The stylist defends against multiple attackers by throwing them, using their own momentums against them. This is a defensive action, and only opponent’s attempting to engage the stylist in a hand-tohand attack may be thrown. The stylist’s Dexterity + Fight roll is contested against each attacker’s goal roll (attackers cannot dodge this roll since they have committed themselves to an offensive action). The stylist can throw each opponent against whom he has the most successes. (One meter per success up to a maximum of the stylist’s Strength; 1d damage per three meters thrown.) Each turn he performs this action, he can throw a maximum number of people equal to his Fight rating. A Throw Group action is the only action a character can perform in the turn, since he is in effect performing many multiple actions.
This has various names, from Koto’s Fools Follow Fools, All Will Follow to Mantok’s Lower Arms, Call the Faithful to Prayer.
Block and Strike
Level 8
At this level the stylist has mastered two separate maneuvers so well that he can perform them as one. The stylist first performs a Block against an opponent’s attack. If she is successful, she then rolls a Martial Fist or Martial Kick attack — and she suffers no multiple action penalty. The combination of Block and Strike is considered to be one action.
Slide Kick
Level 8
The character slides under his foe to kick her feet, hopefully knocking her down. Of course, the character also winds up on the ground, but is prepared to take advantage of the situation. He may get up and perform another action in the next turn without suffering a multiple action penalty. The attacker compares his goal roll successes +3 against an opponent’s Dex + Vigor (or Acrobatics) successes; if the attacker has the most, the opponent is knocked down.
Koto calls this Old Lady Falls and Gets Up, while in Mantok it is known as Drop to Ground, Scrub the Floor.
Power Fist
Level 9
An extremely powerful punch utilizing internal power — subtle body mechanics combined with breathing. The stylist can choose to spend Wyrd points immediately before rolling and gain extra dice of damage (if the roll succeeds). The cost is one Wyrd point per die of damage, up to a maximum of three. This is often accompanied by a shout. This esoteric action is known by various names, from Shaidan’s Imperial Decree, Koto’s Comet Strikes the World, to Mantok’s Stretch Spine, Speak the Word.
Shaidan stylists do not get their Fist cost bonus with this action; they must purchase it as a Level 9 action.
Vital Strike
Level 10
A strike to a vital point on the opponent’s body. Knowledge of this action implies some knowledge of anatomy. The stylist can make a complementary Perception + Physick roll (this does not require a separate action), but the victory points add to the Vital Strike damage dice instead of the goal roll. This, combined with the Vital Strike roll’s own victory dice and 3d of damage, can produce a truly lethal blow.
Some of this deadly blow’s names are Shaidan’s Shadow Strike, Koto’s Mantis Injects the Poison, or Mantok’s Wave Hand, Put Out the Light.
Graa (Vorox Martial Art) Actions
Banga
“Charge”, Level 3
Do not stand in the way of a charging Vorox. This action allows the Graa stylist to take full advantage of his superior bulk and six limbs to become a veritable speeding train.
Drox
“Second Hand”, Level 5
The Vorox has trained himself to use one of his extra limbs to perform one extra action per turn without suffering the multiple action penalty. This extra action must involve use of one of the Vorox’s other limbs — a fist to punch, a foot to kick, a hand to grasp the bucking carriage, etc.. The character can also use this martial ability with melee weapons or ranged weapons. The prospective second-hand fencer or gunslinger must have Melee or Shoot skill at level 5.
Throx
“Third Hand”, Level 9
The character must first learn Drox before he can learn Throx. The Vorox has trained himself to use another of his extra limbs to perform a total of two extra actions per turn without suffering the multiple action penalty. Each of these extra actions must involve use of one of the Vorox’s other limbs — a fist to punch, two arms to grasp the rope while the other fires a gun, etc.. The character can also use this martial ability with melee weapons or ranged weapons. The prospective secondand third- hand fencer or gunslinger must have Melee or Shoot skill at level 9.
Fencing
Fencing is the art of the blade. Fencing duels are the preferred method of resolving disputes of honor among the nobles of the Known Worlds. A noble who doesn’t know how to handle a sword may find himself dishonored or dead. Fencing actions are trained tricks of the trade. Anyone can thrust with a blade, but only those who have carefully practiced will gain special benefit from it. Fencing actions are rated by the Melee skill level required to learn them. For example: Disarm is 5, meaning that a character must know Melee 5 to learn it. Each action must be bought seperately (buying the level 5 Feint does not give the character the level 5 Disarm or any other actions of lower levels). However, fencing actions do not have to be learned in order (a character can buy Disarm without having to buy Slash). Fencing actions cost 1 point per level during character creation, or 2 per level with experience points.
Fencing Actions
Refer to the Fencing Actions Chart for specific rules.
Parry
Level 1
Perhaps the most basic and important action in fencing — the ability to deflect an opponent’s blade with one’s own.
Thrust
Level 2
A forward thrust with the point of the blade. Although best performed with a thin blade, such as a rapier, a broadsword thrust can still be devastating. Thrusting allows the fencer extra reach.
Slash
Level 3
A sideways, downward or upward swing of the blade. Unlike thrusting, slashing has a larger contact area (the edge of the blade rather than the point), but not as much reach. In addition, it is hard not to telegraph (reveal) a slash before it hits, perhaps giving an opponent time to react.
Counter Parry
Level 3
When the character’s attack is confronted by a parry, she can counter the parry by swiftly rotating her blade, gaining a better chance of getting past the parry. A successful Wits + Melee roll means that a parrying opponent loses the +2 bonus to her goal. The attacker does not suffer a multiple action penalty for this roll.
Fancy Footwork
Level 4
The character dances and dodges, twists and turns, doing everything possible to confuse her opponent. Every victory point on a Dexterity + Vigor roll reduces her opponent’s goal on any melee attacks by one. This footwork constitutes one action; characters performing it with any other action (except dodge, block or parry) will suffer the multiple action penalty.
Flat of Blade
Level 4
A slap with the flat of the blade rather than the edge, meant to hurt an opponent rather than kill him. However, this can be an insulting gesture and many nobles may become enraged if repeatedly slapped this way, causing them to lose their composure and poise, perhaps even driving them to reckless and poorly defended actions — “Exactly the point,” say the dastards who employ this maneuver.
Draw and Strike
Level 4
Normally, drawing a sword from its sheath or picking it up from the ground takes one action. But a fencer with this training can whip out his sword or kick it up from the ground, catch it and strike in a single motion—handy if one is being hunted by assassins.
Compound Attack
Level 5
The character goes through an elaborate pattern designed to set her opponent up for her next attack. While this turn’s attack has a -1 to the goal number, whatever fencing maneuver she makes next turn is at +2.
Disarm
Level 5
The fencer can use his blade to knock an opponent’s blade from his hand and send it flying through the air or skittering across the floor a distance of one meter per victory point. The fencer rolls Dexterity + Melee (the target can dodge this roll). If successful, he rolls Dexterity + Melee again but adds the victory points from his previous roll. These successes are then contested by the target’s Strength + Melee roll. Optionally, the fencer can choose to substitute Strength (rather than Dexterity) for this second roll. Gracious fencers will allow their opponent to then fetch their blade before continuing the duel, a lesson in humility. Cads will take full advantage of a weaponless foe.
Feint
Level 5
The fencer fakes a move (such as a thrust to the heart) but then swiftly changes it (a thrust to the leg), throwing off an opponent’s defense. This action adds three successes to contest dodges only. A Feint will only work twice against a single opponent per engagement.
Stop Thrust
Level 5
When done properly, a stop thrust attack will prevent an opponent from landing his attack. In reality, the character’s often lands just moments before the opponent’s attack. While that may be all the character needs to win the duel, this is not always the case.
Off-hand
Level 6
The fencer has trained to fight with a weapon in both hands. He suffers no penalties for using a weapon in his off-hand. He can thus switch hands if one arm tires or he wishes to throw off an opponent — “But I thought you were right-handed!” “Ho, sir! I fight equally well with either hand.” Or he can use an off-hand defensive weapon to parry with, such as a main-gauche or dagger.
Parry/Riposte
Level 6
The fencer’s reactions are good enough to parry and then swiftly return a strike. This is treated as one action. The fencer must allow his opponent the first attack, which he parries and then returns. If his opponent elects not to attack or misses, the fencer may strike at the end of the action.
Wall of Steel
Level 6
The character can parry up to three attacks in a turn without a negative modifier, though he can do nothing but parry. The character must have already purchased the Parry maneuver before buying this one.
Cloak
Level 7
The fencer can use a cloak in her offhand with which to parry or disarm her opponent. In addition, on a successful parry, she may try to Disarm her opponent without taking an extra action — the effort is so swift it takes place as the opponent tries to withdraw his blade (the character must first learn Disarm, level 5). This action is popular among nobles who are subject to ruffian assault while traveling incognito. The fencer must first learn Offhand (Level 6).
Florentine
Level 7
With this action, the character can use two blades — one for attacking and one for defending. He can take two actions, an attack and a parry, without negative modifiers. Taking a third action would require that all his actions for the turn have the normal -6 modifier. The character does not have to know the Off-hand action to fight Florentine, but if he does not, any other actions he takes with an off-hand weapon will suffer a -4 penalty.
Athletic Strike
Level 8
The fencer — in the swashbuckling tradition — can swing from a chandelier, slide down a banister, leap from a window, etc. — and still strike his opponent in the same action! He suffers no multiple action penalties for doing so. This feat plus the strike must be the only actions performed in the turn. Gamemaster discretion.
Pierce
Level 9
The fencer’s precision is amazing — she can slip her blade between the joints of an opponent’s armor. Her attacks ignore armor (except energy shields). If the opponent is wearing armor with no joints or openings of any kind which would allow the point of a blade through, then this maneuver must contend with that armor. However, such a situation is very rare and is usually encountered only with ceramsteel battle suits, designed to be environmentally sealed.
Double Strike
Level 10
The fencer can strike with his blade and quickly follow it up with a strike from his offhand (a dagger, sword, punch, etc.). This is considered to be a single action. Both attacks are rolled separately. The fencer must first learn Off-hand (Level 6).
Shields
Old-fashioned wooden or metal shields are not that uncommon a defense on the battlefields of Fading Suns fiefs, and small bucklers can occasionally be seen in the hands of an expert fencer. However, characters must still spend some time learning to use them.
Shield Actions
Shield Parry
Level 1
While a successful Dexterity + Melee roll allows any shield-bearer to apply the shield’s armor rating against an attack, trained users can add their victory dice to the shield’s defense dice. Parrying with a shield takes one action.
Shield Attack
Level 2
The character can ram his shield into a target and inflict the shield’s damage dice on him. Especially vicious warriors use razor-edged shields to make attackers think twice about engaging them or in case their main weapon is disarmed. This is an uncouth attack and is rarely practiced by nobles.
Attack & Parry
Level 3
The character can perform an attack and parry with his shield in one turn without suffering multiple action penalties.
Guns - Firearms Actions
Reload
Level 0
A character can reload a clip or a revolver speedloader in one action. If she is using a revolver and doesn’t have a speedloader, she can load three bullets per action. If she is using a bolt-action or a lever-action rifle, she can reload one bullet per action. A lever-action rifle can be recocked and fired in the same turn if the character learns the Recock action (below).
Aim
Level 0
A character can take time to draw a bead on a target before he fires. For each turn he spends, he can add +1 to his goal roll. The maximum he can add this way is 3. However, if he has a sight, he can employ that also. Sights add up to 3 (depending on the quality of the sight), but one turn must be spent per +1 added. For example, the famous sniper known as the Black Mantis sits on a rooftop, aiming his rifle at the Hawkwood baron. He has a +3 quality sight, and takes the full time to aim: it takes him six turns before he gets his full +6 bonus (+3 for his natural ability, +3 for the sight).
Three-round burst
Level 0
If a character is using a weapon capable of automatic fire, he can try a three-round burst. This has a bit more control than other autofire options and helps preserve bullets.
Six-round burst
Level 0
If a character is using a weapon capable of automatic fire, he can try a six-round burst. This has a less control than a three-round burst, but it’s more exact than emptying the entire clip. The hail of bullets is more damaging also.
Empty clip
Level 0
Sometimes, you just want it to rain bullets. If a character is using a weapon capable of automatic fire, he can empty his entire clip of ammo by aiming his gun in a direction and holding down the trigger until it is empty. The gun bucks like a beast in heat and it’s hard to aim at a particular target, but it’s also hard to dodge so many bullets.
Spread
Level 0
If a character is using a weapon capable of automatic fire, she can spread the arc of her fire over an area to hit more than one target. She can spread her fire up to five meters in a circle around her (she must spin in place for anything more than 3 meters). For each meter spread, she suffers a -1 penalty to her goal roll (up to a maximum of 10). She makes one roll with the total penalties applied; the successes on this roll are contested against anyone in the targeted area who is dodging. Anyone who is in or enters the area must dodge or get hit. Spreading fire empties the clip.
Hipshot
Level 0
The character takes a quick shot without taking time to aim — he just trusts his aiming instincts. This can only be performed for the initiative benefits during the first shot of combat, as the gun is drawn, and only applies to handguns. At the gamemaster’s discretion, a carbine or other light rifle may be used.
Snapshot
Level 4
A character can get off a swift shot at the same time he leaps to the ground, or he can jump from behind the corner, shoot, and leap back behind cover before the guards’ bullets turn him into swiss cheese. In other words, a snapshot can be performed with a dodge in the same action for no penalty. However, no other actions may be taken in same turn.
Quick Reload
Level 5
The character can reload a clip, fusion cel or revolver speed-loader and fire the gun in the same turn without suffering a multiple action penalty.
Quick Draw
Level 5
The character has practiced pulling his gun out of his holster and firing often enough that he can do it in one swift motion. This is considered to be one action, and no multiple action penalties are levied.
Off-Hand Shot
Level 6
The character suffers no penalties for firing a gun in his off-hand.
Recock
Level 6
The character is so smooth with certain rifles, carbines or shotguns that she can recock and fire it in the same action. If the gun is a lever-action rifle or carbine, she can recock the gun by twirling it in one hand to engage the lever. If she has a pump-action shotgun, she snaps it forward and back in one hand quickly enough to engage the pump. All are handy skills for lawmen (and outlaws) on the frontier worlds.
Leap and Shoot
Level 7
The character can leap one meter in any direction and shoot at a target without sufferJan Bundesmann (free product) ing adverse penalties for the movement (although other environmental factors — noise, opponent activity, etc. — may cause penalties).
Roll and Shoot
Level 8
The character can roll across the ground and shoot at a target without suffering adverse penalties for the movement (although other environmental factors — noise, opponent activity, etc. — may cause penalties). The character can cover up to three meters in any direction.
Two Guns
Level 8
The character must first learn the Off-Hand Shot action. He can fire two shots - one from a handgun or submachinegun in the right hand, the other from a gun in the left hand. He suffers no multiple action penalties for these shots. A Level 9 version of this action allows the character to fire an assault rifle or shotgun in each hand (Str 4 or higher required).
Instinct Shot
Level 9
The character can take a single shot at an unseen target and have a good chance of hitting it. This is not a psychic power, but relies instead on instinctual cues — the villain walking in the rafters above makes just enough noise to give his location away, or the character senses the slowly-opening hidden door behind the bar and the gunman hiding there. If there are no conceivable clues, no bonuses can be gained from this action.