Fannin' the Hammer: (contributor: Scrum@uymail.com) In exchange for a +3 penalty to attack, all single shot pistols (or other firearms) gain the Auto-fire ability. At the end of the round, the weapon may need to be reloaded, depending on how many shots the gun can hold. Spray of Bullets In exchange for a +3 penalty to the attack roll, all your attacks this round gain the Spreading ability, with one extra target for every five points of damage, rounded down, counting Focused/Massive Damage but not ACV. As with the standard Spreading ability, this gives the defending characters a +1 penalty to their defense roll. Cleave The Gun Bunny's shots are so powerful that they can go straight through one target into another. Once per turn, if the Gun Bunny's shot kills an opponent, the arrow bursts straight through the enemy into one behind it, and that attack does not count as one of the Gun Bunny's attacks that round. Note that 'behind' is not a particularly large restriction, as in the chaos of combat, a gun bunny will often be able to arrange himself so that two enemies are in line. As such, this ability counts as two Gun Bunny abilities. Great Cleave Prerequisite: Cleave As Cleave, but the Kensei's shots are so frequent that they can happen more than once per round. Fighting Fire With Fire Prerequisite: Dead Eye The character is capable of picking enemy projectiles out of the air with his own fire. This allows the character to, once per round per time this attribute is taken, use his ranged attack attack value and skill to defend against an incoming shot. This ability may not work, at GM discretion, given major differences in power between two weapons, IE using an arrow to shoot down laser fire. Ricochet Shot The character is capable of using complicated series of ricochets to hit things that he would ordinarily be unable to hit. The character lowers the cost per ricochet by 1 for each time this ability is taken. Gun Fu (contributor: OVA) A practitioner of Gun Fu is particularly adept at point-blank ranged combat. The gun bunny gets a +1 to Combat Values (Attack and Defense) when fighting with ranged weapons at melee range. However, the target can use Unarmed Defense, Melee Defense, or Ranged Defense (whichever is higher or more appropriate) to block, parry, or dodge the attacks. The defender also can make disarm attempts on the attacker. Signature Weapon (contributor: OVA) The character has a specific gun that is their signature weapon. This is an actual single weapon, not a grouping of weapons (i.e., a Winchester shotgun named Widowmaker, not all Winchester shotguns). When attacking, the user may choose a +2 bonus to Combat Value, or +5 points of Damage (but not both). However, the bonus can be switched mid-round, he may make an attack with the bonus to hit, then in his next shot, take the bonus to damage. The Arrow Knows The Way The character has learned the art of firing without aiming. The character gains -1 to hit on all shots, so long as she does not aim. The character takes a +2 penalty on all called shots, negating the -1 from this attribute and adding an additional +1. "It is as if you do not aim!" "The arrow knows the way." Long Shot The character is capable of making impossibly long range shots. Each time this ability is taken, the maximum range increment is increased by one, and the penalty for each range increment is decreased by one. Thus, a character who has taken Long Shot twice will take no penalty to the first range increment, and +2 to the second increment, where a normal character would take +2 and +4, respectively. Blackened Sky The character has learned the ability to exert his reflexes in order to turn the skies black with ammunition. This ability allows the character to spend 20 energy to take an extra attack with each weapon he is using, for one turn. Thus, if using the Two Guns ability, the character may take one extra attack with each gun. This ability _may_ be combined with other Gun Bunny and Arcane Archer abilities. Momentum The Gun Bunny's shots interact such that each shot sets up the next. This ability has no effect unless you can take multiple attacks in one round. If you attack and roll lower on the die roll than you need to hit, your next attack roll in that round against that person gains a bonus equal to one half the amount you made the previous attack roll by, rounded up. Thus, if you need an 8 to hit and roll a 2, your next attack roll in that round against that person gains a -3 bonus. Quick Shot If the Gun Bunny has a weapon readied when combat is initiated, he gains a bonus to his initiative equal to the number of Gun Bunny abilities he possesses. As Far As The Eye Can See Prerequisite: Any 15 Gun Bunny Abilities. (High cost abilities count as only one ability for purposes of this cost) The Gun Bunny has progressed so far in the way of the missile that she no longer considers range. The gun bunny's range increment for all weapons is considered to be sight. If she can see it, she can hit it, with no range penalty. Her weapons are considered to have no maximum range unless they are indirect fire weapons. This ability does not affect indirect fire weapons. This counts as four Gun Bunny abilities.