Since the debut in the movie Equilibrium, the martial
arts form utilizing firearms has been adapted to various games and MSH. While
there were great write-ups and styles, I thought I would add my own take on
Gun-Kata and how players used it within my own campaigns and settings.
Gun-Kata is actually a powered ability, Weapon Supremacy: Firearms.
This power is similar to the Martial Supremacy powers but geared toward firearms
and use. The actual write-up works as follows:
Gun-Kata (Weapon Supremacy – Firearms) *
-
Requires Firearms talent to select powered
version.
- When using firearms, gains 10/rank bonus to Initiative
- (IE if you have Rm (30) Gun-Kata, you’d gain a +3 to your initiative rank).
- While using Weapon Supremacy: Firearms, you will not have to worry about ammunition, as such things are covered with the cinematic effects – Gun-Kata ensures that you are never short of ammunition…unless you roll either a ‘01’ or a white FEAT. When a WHITE FEAT is made, the weapons find that moment to go to ‘empty’ and must be reloaded (an action). If a ‘01’ is rolled, the weapons jam/break which means until a talent FEAT is used (engineering, Repair/Tinker/Etc.), the weapon is useless.
- While using Weapon Supremacy: Firearms, the hero gains a power-pool equivalent to their rank in points. The power pool can be spent in a variety of effects, such as adding to hits, improving damage of a weapon, providing trick-shot potential, and removing environmental condition penalties at rank:
- For Example, if the hero has Weapon Supremacy Firearms at Rm (30), they would have 30 points per round to spend for effect. A hero could spend the points to improve a hit by 20 points and add 10 points to damage of the weapons. Alternatively, if the hero was in darkness and/or deep fog, they may use their rank to eliminate penalty effects to hit by Rm (30) intensity.
- Finally, if a hero is using Weapon Supremacy Firearms, they gain additional attacks equivalent of 10/rank per round with pistols.
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