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Grammaton Cleric O.C.C.

Powers, Abilities & Bonuses


In addition to training in military tactics and strategy, weapons and armaments, as well as cultivating a body that has the
right mix of speed, endurance and precision, driven by cunning, the Grammaton Cleric is driven to destroy his enemies. As
an exterminator or those that feel emotions.
1. Champion of the Tetragrammaton Council. A cleric must be strong of mind, of body, and of spirit, He serves a nation and protects
the people. His loyalty is to that nation and its ideals, and a good cleric is ready to lay down his life for cause and country. That cause,
in the Grammaton Clerics mind, is as follows.
Seek out and eradicate the true source of mans inhumanity to man, his ability to feel.
Obey the laws of the Tetragrammaton Council.
Obey all the words of Father as they are law.
2. Hand to Hand Martial Arts Skill. Kendo, as the basis for the character's combat skills.
3. Mystic Martial Art Power (special). The character has been initiated into the practice of Gun Kata, gun-wielding martial art
discipline. It is based on the premise that, given the positions of the participants in a gun battle, all trajectories of fire are statistically
predictable. By memorizing the positions, one can fire at the most likely location of an enemy without aiming at him in the traditional
sense. By the same token, the trajectories of incoming fire are also statistically predictable, so by assuming the appropriate stance, one
can keep clear of the most likely path of enemy bullets. Considered the ultimate mastery of fighting with guns. From the perspective
of the Grammaton Cleric, this is the only fighting skill a "modem" warrior needs.
Weapons: May use any of the handguns and rifles, can pick up and use any type of gun, from any period of time, from any land or
world in the Megaverse, and use it as if he was born with one in each hand.
The Gun Kata
lst Level: Start with:
1. W.P. Paired Weapons: Gun. Practiced, coordinated use of two guns fired/used simultaneously at the same or two different targets;
see Sharpshooting for details.
2. One with the Gun. Use any kind of gun (projectile or energy) as if the character has trained with it for years, with the exception of
heavy weapons. The following bonuses apply when using a gun in combat, either shooting or as a blunt weapon: +2 on initiative, +2 to
strike (in hand to hand combat or gunfire); +1 to disarm using firearms (shoots weapon out of an opponent's hand) at levels 1, 4, 8, 12
and 15. Additional bonuses are made available from other skills. Sharpshooting and as the character advances in The Gun Kata (levels
of experience).
3. S.D.C. Bullets into M.D. Rounds. Channeling Chi to make the bullet/round of any gun. revolver. pistol, rifle, etc. become a MegaDamage projectile. Good against M.D.C. armored opponents, vehicles, dragons, demons, Goblins and Mega-Damage beings with a
physical body. Does not work on the undead, ghosts, entities, the intangible or energy beings. Mega.Damage is the same amount as the
S.D.C. ammunition, so if a bullet does 4D6 S.D.C. it can be made to inflict 4D6 M.D. P.P.E. Cosl: Two points per melee round of
shooting total per gun (4 P.P.E. if two guns are being firedd that melee round).
4. W.P. Sharpshooting Gun Kata (Special): Sharpshooting is a combination of special expertise and trick shooting with a particular
type of weapon, typically revolvers, pistols and energy pistols, but sometimes includes rifles. It was first developed by the Gunfighters
of North America. The Grammaton Clerics skill, however, goes beyond the normal skin of Gunfighters. Gunslingers and their ilk, and
enters into the realm of the mystical or supernatural. This is due, in large part, to the character's channeling of Chi (represented by
P.P.E.) into his mastery of guns and years of training with all varieties of guns. In short, gunplay becomes this character's special
power and Mystic Martial Arts ability. In the special case of the Grammaton Cleric, W.P. Sharpshooting includes a/l types of ancient
and modem firearms, including revolvers, pistols, rifles, shotguns, submachine-guns, and rifle style grenade launchers.
Weapon Restrictions: Machine-guns, rail guns, flame throwers, bazookas, rocket and mini-missile launchers, and similar heavy
weapons are NOT included, mainly because precision shooting and one-handed shooting is not possible with these weapons.
Sharpshooting does not apply to melee weapons such as clubs, maces, knives, swords, axes, whips, or even spears, and other weapons
that can be thrown. Nor does it include bows and arrows (only firearms), so it cannot be combined with the W.P. Archery & Targeting
skill.
W.P. Sharpshooting Bonuses: All bonuses are in addition to those from other skills, attributes ,U1d level advancement.
The Sharpshooter's "Aimed" Shot (applicable to both the single shot and the aimed burst shots): +1 to strike, plus an extra +I for
every five P.P. points abO"e 20. Applies to aimed, burst. and CalledShots only. No bonuses for wild shooting.
The Sharpshooter's "Called" Shot: The Sharpshooter's "aimed" shot bonuses are NOT applicable when using this special "'Called
Shot." Instead the Gun Master uses the following superior bonuses: + I to strike, plus an extra +I for every additional three P.P. points
above 18, but the bonuses are ani)' applicable when using a gun for this special "C'llled Shot"; counts as two melee attacks/actions.
Quick Draw with Gun: +2 to initiative, plus an extra + I On initiative for every foUl' P.P. points above 18.
+ I melee attack/action when using one or two guns for the entire melee round. (Note: They have no other W.P.s.) Sharpshooting
Trick Shots: Most Men at Anns can pick one of the following tricks (or rolllD6 for random determination), but the Gun Mas/er (and a
few oth:rs) gets ALL six!
I. Can fire a traditional two-handed weapon, like a rine, one handed without penalry (nonnally the shooter loses all strike bonuses).
2. Can shoot over his shoulder by holding up a mirror and using the reflection to aim. The Gun Master keeps full ~nuses to strike.
3. Accurately shoot while riding a horse or a moving vehicle (normally a wild shot), but strike bonuses are half and a "called" shot is
impossible (-8 to strike and strike bonuses do not apply).
4. Shoot accurately while standing on head or hanging upside down; all bonuses applicable at full.
5. Dodge, roll or somersault and come up shooting (normally a wild shot), no bonuses or penalties to strike; straight roll of the dice.

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.

Physical: Any, except Boxing and Wrestling.


Pilot: Any. except military vehicles, robots and power armor
(tends to favor motorcycles, hovercydes, jeeps and hover
cars).
Pilot Related: None.
Rogue: Gambling, Seduction and Streetwise only.
Science: Mathematics: Advanced and Astronomy only (+S%).
Technical: Any (+IO%).
W.P.: None! Never studies other typeS of weapons, uses only
gWlS. See Tao Jen Qiang, above.
Wilderness: Any (+5%).
Secondary Skills: The character also gets to select fOUI Secondary
Skills from the previous list at level one, and one additional
skill at levels 3, 7, 9 and 13. All Secondary Skills start
at dle base skill level. Also, skills are limited (any, only,
none) as previously indicated in the list
Gun Master Standard Equipment: Pair of S.D.C. pistols or
revolvers or submachine-guns, two energy pistols, one
S.D.C. rifle, one energy rifle, plus eight clips for each
weapon (one third ofthe bullets are coated in silver).
Sturdy traveling clothes made of cotton, wool and leadler,
a pair of boots, hat, and gloves, plus a set of heavy winter/
mountain over-garments - all are part of his current (or
usual) disguise for operations in the world. Two everyday
unifonns, one dress unifonn and one set of Lightning Strike
annor back at base.
Light (25-40 M.D.C.) or medium (50-70 M.D.C.) body armor
widl helmet; may be environmental. annor or homespun
anuer, or even magic body annor complete with helmet and
visor that protects the face and head (and has a built-in radio).
This too will be part of his disguise for operations
outside the Geofront.
Forged identification docwnents, including a passpolt
from one of dle Yama Kingdoms and letters of recommendation
praising the character's skills as a "good worker" or
"good freelance fighter/gun for hire," six flares, utility belt
with many pouches, web vest or bandoleer widl more
pouches and loops for ammo clips, satchel widl shoulder
strap, a small neck pouch, backpack, sleeping bag, duftle
bag, gas mask or air filter, laser distancer, passive nightvision
scope, binoculars, small 100 page blank book & pencil or pen
for taking notes, 1D4 calligraphy brushes and a block of ink
(but doesn't know how to use them, just part ofthe disguise),
several packages of tea, a collection of herbs (for tea, for flavoring
food, and for emergency medicine), a traveler's tea
bottle, kettle, two sets of chopsticks (one plain and sturdy,
the other delicate), a cooking knife, mini-tool kit, gun cleaning
kit, pocket flashlight, walkietalkie, cigarette lighter, 30
cups of uncooked rice, one modem canteen and one bamboo
canteen of water, as well as a small pocket mirror, comb and
some personal items.
Money: 5D6xloo in credits. The military pays him 1200 credits
a month, plus provides for all of his needs (food, medical,
supplies, private apartment, etc.).
Cybernetics: None to start. Tends to avoid bionics and even
simple implants. Takes great pride in the fact that he is not
mechanically enhanced and all his skills are naJuraJ.

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