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Never An Empty Chamber
Cost: .25
Rather than spending a simple action to eject a clip and another simple action to insert a new clip into a weapon the adept may reload weapons with incredible speed. Ejecting and inserting a clip can now be done together as a simple action. In addition a weapon that uses a cylinder can be reloaded as a simple action without the use of a speed loader. Weapons that use single shot rules (old rifles and many sniper rifles) may be reloaded as a free action. Heavy weapons may not be reloaded in this way.

Bullet Time
Cost: 2, 3 or 5
The character may automatically add a portion of his Athletics dice any time he designates combat pool to dodge with, up to the number of combat pool used. This ability may not be used when wearing armor with a total armor rating greater than the characters Quickness.

Rating Cost Dice Added
1 2 1/3 of Athletics Skill
2 3 2/3 of Athletics Skill
3 5 All of Athletics Skill

Two Become One
Cost: 1
By firing two pistols in SA mode the character may treat them as one weapon in BF mode by spending a complex action. Use the higher weapons damage code, but the lower weapons range modifiers, if they are different. This ability cannot be combined with ambidexterity, as the adept is treating the two weapons as one. If both of the weapons can be fired in Burst Fire mode already, the adept may fire both weapons together as Fully Automatic fire of 6 rounds. Any uncompensated recoil from either weapon is added to the final target number. Deduct 2 bullets from the weapon with higher damage weapon, and 1 bullet from the secondary weapon.

Lead Like Rain
Cost: 2
The adepts reflexes are so well honed that he can pull a trigger at inhuman speeds. To represent this ability he may fire SA weapons Burst mode. All uncompensated recoil is doubled, as the weapons grip and design is not meant to fire that fast.

One with the Gun
Cost: .5
The adepts firearms are an extension of himself, allowing for superhuman aim. In addition his eyes can track objects that are incredibly small and moving at high speeds. As a complex action the adept may fire a single called shot without suffering any target number penalties other than range or wound penalties.