TEXT: Written by Daniel Bayn
  Loath Your Fellow Man
  www.Bayn.org
  
  Introduction
  What's This All About?
  The ancient art of the gun fight is all about giving you more options than just "I shoot 
  him" and "I dive for cover." It's about dodging bullets with balletic displays of acrobatic 
  prowess. It's about mixing martial arts with your gunplay, grappling for point blank 
  shots and smashing faces with shotgun barrels. It's about the sniper as your high-
  caliber guardian angel. It's about running through a hail of lead without fear, auto-firing 
  into a wall of mooks, reloading in the blink of an eye, and lookin’ good while you do it!
  The first section of this Wushu Guide is your introduction to the fascinating world of 
  gunfights, including a summary of cinematic gun types and the standard stable of 
  Hong Kong stunts. Next, we'll explore ways to incorporate guns into melee combat, 
  the true meaning of Gun-Fu. Then, snipers are given the Wushu treatment. Finally, 
  you'll see Gun-Fu in action via voluminous examples of play.
  By the time we're done, you'll be a fully loaded arsenal of gunpowder-fuelled mayhem!
  How Do I Use It?
  As you may have discerned from the title, this Wushu Guide was written for the Wushu 
  role-playing game. That's why there are so many references to "Yang dice," "Chi," and 
  "Mooks." However, since Wushu is so ridiculously rules-light, most of the tips and 
  tricks are general enough to use with any game system.
  My vision of Gun-Fu is inspired by a host of gun-crazy movies and anime. Watching 
  them will not only help you visualize this chaos, it'll keep you entertained for a good, 
  long while! Here's the short list...
  • Desperado - Fan-friggin-tastic gun fights! The sequel’s pretty good, too.
  • Equilibrium - An otherwise detestable movie that's worth watching just for the 
  gun fights. It’s the inspiration for more than one Gun-Fu stunt.
  • The Replacement Killers - Chow Yun-Fat's first Hollywood movie is a stylish 
  action flick with plenty of classic Hong Kong choreography.
  • American Outlaws - A modernized western with some nice action sequences.
  • Trigun - A magnum opus in shooting a lot of people without killing any of them.
  • Gunsmith Cats - Those ladies know their guns! Clever trick weapons, too.
  • (Almost) Any John Woo Movie - I know a lot of people prefer his early work, but 
  I like big budget production values! In particular, I’ll recommend Broken Arrow, 
  Face Off, Once A Thief, A Better Tomorrow and the final scene of its sequel.
  
  Gunfights
  Lots of Guns
  The following is by no means an exhaustive, or even factually correct, catalogue of 
  firearms. Rather, it's a summary of the types of guns seen in action movies, organized 
  according to the stunts and details you’d use for Wushu Embellishments.
  Revolvers - These puppies are seen most often in westerns, but police officers used 
  them well into the 20th century. They hold six or eight rounds in a rotating chamber; 
  each must be loaded separately. A pull of the trigger fires one round and rotates 
  another into position. They are notoriously slow to reload.
  Semi-Auto Pistols - Modern handguns load ammunition from a clip (which is usually 
  inserted into the grip) and eject the spent casing after each shot. They can carry up to 
  two dozen rounds, give or take, depending on the size of the gun. This is by far the 
  most common type of firearm in modern settings.
  Shotguns - A perennial favorite among role-players! Despite their name, shotguns 
  can fire both shot (bundles of tiny pellets) or slugs (traditional, solid bullets). The most 
  famous type is the pump-action shotgun: ammunition cartridges are carried in a tube 
  below the barrel and loaded into the chamber by pulling back a slider that wraps 
  around the tube. Older models are breach-loaded: the chamber opens on a hinge 
  and you have to slide each new cartridge in by hand. Double-barreled shotguns cut 
  that reload rate in half. They even have fully automatic shotguns now! Don't forget to 
  saw off a few inches of the barrel for improved concealability.
  SMGs - Short for "sub-machinegun," these models are exemplified by the Israeli-
  made Uzi. They're larger than a handgun, smaller than an assault rifle, and can fire 
  streams of bullets with a single pull of the trigger. They are a deadly combinations of 
  concealability and destructive power.
  Assault Rifles - The venerable AK-47 is the archetypal assault rifle; its most famous 
  predecessor was probably the Tommy Gun. They're big, nearly impossible to conceal, 
  and carry gigantic clips of high-caliber bullets. They also fire bursts or streams of 
  bullets with a single trigger pull. Plus, you can administer some painful bludgeonings 
  with those rifle butts!
  Sniper Rifles - These guns are designed for high accuracy over extremely long 
  distances. That means long barrels and tons of gunpowder. High-powered scopes 
  and recoil compensation are popular options. They are often disassembled for 
  discreet transportation. Large and/or armor-piercing slugs help ensure fulfillment of 
  the sniper's motto: One Shot, One Kill.
  
  Exotic Ammo
  Now that you have your gun, you’ve got to load it with something. Most people just go 
  with good, old fashioned lead, but there are plenty of other options...
  Non-Lethal Rounds - To hit a target without killing them, bullets need to distribute their 
  force over a larger area. Soft materials, like rubber, do this by flattening on impact. You 
  can also use a wider projectile, like the bean bag ammo used with shotguns.
  The Face Eraser - This is a nasty one. (You might want to save it for your big bads.) 
  Take a shotgun cartridge and pack it with glass shrapnel instead of, or in addition to, 
  buckshot. The result is a cloud of razor blades that slash their way through anything 
  that gets on your bad side. In a pinch, you could just dump some shrapnel down the 
  barrel for pretty much the same effect.
  Armor-Piercing - The simplest way to punch through armor is to make bigger, heavier 
  bullets that channel their momentum through smaller, sharper points. You can also 
  use special alloys that vaporize on impact, forming a shell of plasma around the bullet 
  that burns through even the heaviest armor plating.
  Explosive Rounds - Usually, the big BOOM is accomplished with a grenade launcher 
  or bazooka. There are also incendiary rounds that can turn any standard shotgun into 
  a flame thrower. If you want to stretch plausibility a little (and what Wushu player 
  doesn’t?), you can even build tiny warheads into normal handgun bullets.
  Smart Bullets - In sci-fi settings, miniaturization makes self-guided bullets possible. 
  Tiny scramjets provide additional propulsion, greatly extending the range of handguns 
  and SMGs. Computerized radar systems track targets and miniature rudders allow 
  the bullet to make modest course corrections in flight. You barely have to aim!
  Gun-Fu Stunts
  Like I said in the introduction, Gun-Fu is about going beyond the simple "I shoot him 
  from behind cover" tactics of realistic gunfights. These basic stunts are cribbed from 
  the time-honored tricks of Hong Kong action choreographers. It's basically a whole 
  lotta jumpin' around with guns a’ blazin'!
  Bullet Dodging - Always remember: if you keep moving, no one can hit you. It's best to 
  run sideways relative to your attacker's line of sight. Throw in a few flying leaps, 
  somersaults, cartwheels, and coat-flaring spins to keep things interesting. This isn't 
  necessarily the gravity-defying, slo-mo stuff you know from The Matrix; Hong Kong 
  gunfighters have been doing it without wires for years!
  
  2 Guns are Twice the Fun - Using a gun in each hand not only doubles your rate of 
  fire, it also looks damn cool! There's the "running down the hall and shooting mooks 
  on both sides" trick. There's the "crossing your arms and shooting guys on either side 
  of you" trick. Best of all, there's the "spraying two full arcs of bullets with your twin 
  SMGs" trick. Go ahead and use them all. There's no need to choose.
  Dramatic Reloads - In a Wushu game, running out of bullets is an opportunity, not an 
  inconvenience. Dropping your clips after a particularly furious exchange is a great 
  dramatic flourish. Check "Equilibrium" for a couple of clever reloads: spring-loaded 
  clips concealed in sleeves and clips weighted to stand on end after being thrown onto 
  a battlefield. For some wire-fu style, try flicking new shotgun cartridges into your 
  breach-loaded sawed-off or tossing new clips into the air and slamming your guns 
  down onto them. Or, don’t reload at all. Why spend time fumbling for clips when you 
  could just carry more guns? (This is the Chow Yun-Fat approach.)
  Quick Draws - It can be hard to Embellish a single action that takes place in a fraction 
  of second. The secret of the quick draw is in the buildup: staring down your opponent, 
  muscles stretched taught in anticipation, senses attuned to your enemy's every twitch. 
  This is also a good way to ensure one-shot kills in duels: run down the gunfighters’ 
  Chi with a round or two of intimidation and buildup before they draw their weapons. 
  You can also take a note from classic samurai duels by following a dramatic pause 
  with details of the shot’s aftermath: gun smoke, blood sprays, bodies fallin’ over, etc.
  Collateral Damage - a.k.a The John Woo Principle. All gunfights can be improved by 
  adding copious amounts of flying debris, from wood to plaster to glass. Every bullet 
  that leaves a gun has to hit something, and it's very rarely one of the player-characters. 
  Just make sure your gunfight locations feature lots of windows, mirrors, vases, wine 
  bottles, and miscellaneous containers marked “flammable.”
  Creative Cover - Between sprints and jumps, it may still be a good idea to grab some 
  cover. Don't worry about the penetration power of various firearms; even a bed 
  mattress is solid cover in most action movies. You can hide around corners, crouch 
  behind furniture, use a car door as a shield, and so forth. If there isn't any cover handy, 
  make your own by flipping a table over or using your guitar case as a shield.
  Human Shields - They're not just for the bad guys anymore! The classic move is to 
  grapple a mook and hold him in front of you to soak up bullets. If the mook has a gun, 
  grab it and return fire. You can also spin a guy around like a top to attract enemy fire 
  while you dive to the side. Oh, and if you have moral qualms about all this, just make 
  sure your shields are either already dead or wearing some of that delicious kevlar.
  Don't Forget the Slo-Mo - So many things are more dramatic in slow motion! 
  Describing actions in slo-mo lets you narrate bullets in flight, turn desperate dives for 
  cover into graceful leaps, and dodge bullets in a very literal sense. (If you've ever seen 
  an episode of "Fastlane," you've seen these principles put to excellent use!)
  
  Guns as Melee Weapons
  It can be surprisingly difficult to draw, aim, and fire a handgun at an adversary who is 
  already within a few yards. They’ll close in and grapple (or stab, or kick) you before you 
  can get off a reliable shot. Unfortunately, modern combat (and Wushu combat) 
  increasingly takes place indoors, where all combat is close range combat.
  One solution to this problem is to integrate guns into traditional martial arts. Grappling 
  for an opponent’s gun would go from an artless tussle to a choreographed series of 
  blocks, arm locks, throws, and disarms. Instead of diving for cover, you’d close in with 
  a backflip, kick your attacker’s gun away, and take them out at point blank range. 
  Whether or not Gun-Fu constitutes a “good” idea for the real world, one thing is 
  undeniable: it would be damn cool to watch!
  Point Blanking - Gun-Fu stunts are all about the point blank shot. Bury that barrel in 
  your target's stomach and blast away! The real fun comes in using martial arts 
  techniques to get your gun into position and/or prevent your adversary from doing 
  likewise. He jabs his gun in your face, you sweep it to the side with one hand and 
  bring your own gun to his temple with the other. He blocks with his off hand, holding 
  your gun just clear of his head, and so forth. Trust me, it looks cool when you trade 
  moves back and forth a few times in rapid succession.
  Handgun Hammerfist - Pistol whipping is just hitting someone (usually in the head) 
  with the side or grip of a handgun. In the Gun-Fu version, you flip the gun around and 
  hold it by the barrel, using the grip like it's the business end of a hammer. Just make 
  sure your safety stays on! (Pirates were known to use their spent pistols as parry 
  weapons, as well as bludgeons.)
  Shotgun Short Staff - Since you don't have to worry about breaking your imaginary 
  shotgun, there's no reason you can't wade into combat swinging it like a baseball bat! 
  You can parry melee attacks, smash knee caps, club people in the face, and 
  punctuate each victory with a thunderous blast of buckshot! Put a sawed-off in each 
  hand for twice the skull-crackin' smack-down.
  Rifle Fencing - You can Point Blank with a rifle, but those long barrels put a little too 
  much distance between you and your target for kung-fu style blocking and grappling. 
  Instead, you'll want to use it like a sword blade, to parry your opponent's attempts to 
  line up a shot while simultaneously moving your own gun into position. You can also 
  forego the shooting and jab them with the barrel or bash them with the rifle butt. Attach 
  a bayonet to the barrel for even more stabby fun.
  
  Disarms & Ripostes - If you ever lose your gun, there are plenty of ways to turn the 
  tables. First, you can just knock your enemy's gun out of their hands, too. Even better, 
  you can take your enemy's gun out of their hands and put it in your own. Even more 
  stylish is turning an adversary's gun around the making them shoot themselves! You 
  could also grapple for the weapon and then break free with a baseball bat or golf 
  swing into their face or legs. Last, but certainly not least, you can render your 
  opponent's gun useless by disassembling the chamber, immobilizing the hammer, 
  stealing their ammo clip, or just switching the safety on while you beat them.
  Blocking Bullets - If you're shooting for some serious wuxia wackiness, you can allow 
  characters to actively block bullets, not just dodge out of the way. You can go the 
  Wonder Woman route and use some kind of shield (in her case, armored bracelets). 
  If you're using a handgun (preferably two handguns), you can turn your gun to the side 
  and bounce incoming bullets off the barrel. Finally, there's the anti-bullet bullet 
  maneuver, where you actually shoot incoming bullets out of the air. Remember, we're 
  not going for realism, here. We're going for "Oh my god, that was incredible!"
  Snipers
  There’s nuthin’, and I mean nuthin’, like good sniper support! Having a sniper on your 
  side is like having a guardian angel... who strikes down, with furious anger, anyone 
  who opposes you. When they’re not on your side, life can be a very painful place.
  One Shot, One Kill
  The trick to role-playing a sniper in a Wushu game is knowing what to Embellish. 
  Unlike most Wushu characters, snipers don’t engage in fast combinations of actions. 
  They are masters of stealth and surveillance. They take their time and pride them-
  selves on killing each target with a single bullet. 
  First, focus on the gritty details of marksmanship: how you set up your rifle, what kind 
  of ammo you use, all the bells and whistles you’ve added to your sight. Describe the 
  things you have to take into consideration for long-range shooting: the pull of gravity, 
  wind resistance, leading off by a wider margin because the bullet will take longer to 
  reach its target. You can also earn dice for hit details: kill shots aimed at the head or 
  heart, disabling shots in the leg or knee, and (of course) crimson sprays of blood.
  Next, don’t try to fit your entire narration into the seconds before and after you take your 
  shot. Snipers must be patient. You can earn dice for a shot by describing hours worth 
  of sneaking around, stalking your target, and maintaining invisibility. This works even 
  better in a sniper duel scenario, where both sides are taking their sweet time.
  
  During a fight scene involving other player-characters, taking your time will only work 
  for the first shot or two. After that, the sniper has to keep pace with the rest of the 
  scene. “One shot, one kill” works great in a mook fight, since you can take out a new 
  target (or many new targets) with each successful Yang die. If the target is a Nemesis, 
  you’ll have to wear down their Chi with those marksman details we talked about.
  Snipers don’t dodge. Their defense is invisibility. Yin dice will come from cover, either 
  their camouflage or solid objects around their position. Once that gets old, you can 
  wax poetic with Embellishments like “I strike like the vengeful hand of god himself” or 
  “he’s dead before he hears the gunshot, rolling like thunder from out of the blue.” In a 
  mook fight, you can just say “Screw it” and roll your default die for defense.
  In sci-fi games, snipers can take advantage of endless technological advancements. 
  Smart Bullets extend their range almost indefinitely. Remote surveillance drones let a 
  sniper “see” their targets from every angle. Virtual reality displays make objects and 
  buildings appear transparent. Cloaking devices make them truly invisible. Just look to 
  your source material (books, movies, etc.) for appropriate possibilities.
  Keeping Snipers Involved
  By their very nature, snipers aren’t usually in the thick of the action. They’re more the 
  “crouch on a rooftop a quarter mile away and pop people’s heads off without suffering 
  any retaliation” type. The down side is that it’s easy to get left out of a scene that way. 
  To keep your snipers involved in the action, you’ll have to give them other things to do.
  Distraction - When we say that every character in a Wushu game should be able to 
  handle themselves in a fist fight, we mean it! At an inconvenient moment, spring a 
  minor nemesis or a few mooks on your sniper. Every second they spend tangling with 
  their new assailant(s) is a second their friends go without cover fire!
  Surveillance - As long as they’re already getting a bird’s eye view through those big, 
  high-tech scopes, they might as well feed the rest of the team valuable intelligence. 
  This trick works particularly well in sci-fi games, since the sniper will probably want to 
  have some of those handy surveillance drones and VR gear.
  Second Job - Similarly, snipers make good dual job characters. They can provide that 
  ever-so-valuable support fire up front, then switch to hacking security or driving the 
  getaway car. One interesting approach would be to give your sniper some kind of non-
  combat magical power. They conduct rituals, coordinate demonic activity, or muck 
  around in the astral plane before and after picking off the wall guards with a their high-
  caliber rifle. Put some tarot cards or rune stones in the sniper’s nest to combine this 
  magic wackiness with the surveillance role, too.
  
  Gun-Fu In Action
  A Ballet of Bullets
  Confound always turns up where she’s least expected. In this case, at the end of the 
  ally behind her nemesis’ strip club, right as his limo is leaving for the airport. At first, 
  the driver just stops, as if waiting for this pedestrian to take her leather coat and move 
  along, but the bodyguards know better. They appear from behind dumpsters, in alley 
  doorways, on the fire escapes, right out of the woodwork itself! The alley echoes with 
  the telltale sound of guns being cocked...
  Perched on a catwalk high above (+1), Recoil (Old Soldier 5)  clicks his assault rifle to 
  full-auto (+1) and sprays both sides of the alley (+1) with the calm dispassion of a 
  man watering his lawn (+1). The mooks fall like bloody dominoes (+1). At the same 
  moment, Confound (Hail of Lead 5) leaps onto the limo’s hood (+1) and transforms 
  the windshield into a cloud of shrapnel (+1) with her twin Uzis. She leaps into a 
  cartwheel and sails over the rest of the limo (+1), shooting straight down through the 
  roof and she flies overhead (+1).
  The bodyguards are only meant as a momentary diversion, so the GM gives them the 
  most pitiful Threat Rating imaginable: 6. Recoil rolls all 5 of his bonus dice to attack, 
  reserving his default die for defense. Confound doubts there’ll be much left when her 
  partner’s through. She gets 5 dice, rolling 3 Yang dice and 2 Yin dice. Both players roll 
  at least 1 Yin success, so they don’t lose any Chi. Recoil rolls 4 Yang successes on his 
  own, and all 3 of Confound’s come up successes, so the mooks are history.
  The blood-soaked form of Eddie the Viper (Vicious Bastard 4) rolls out of the wasted 
  limo (+1) and comes up with his gun to Confound’s temple (+1). She drops her spent 
  Uzis (+1) and grabs Eddie’s gun arm, pulling it to one side just as a bullet rocket’s 
  from its barrel (+1). She twists his arm around (+1), pulls a Glock from the small of 
  her back (+1) and buries the muzzle in his spine (+1). Eddie kicks into a backflip to 
  slip out of the arm lock (+1). Confound’s bullet just grazes his heel (+1). 
  The GM picks up 5 dice for Eddie the Viper and chooses to make 3 Yang and 2 Yin. 
  Confound earned the max pool of 6 dice and decides to come out swinging: 4 Yang 
  dice and 2 Yin. Eddie’s lower Target Number (4) gets him 2 Yang successes and 1 Yin 
  success, while Confound rakes in 3 Yang and 2 Yin. She easily avoids her nemesis’ 
  attacks and scores 2 hits on him. The GM cashes in 2 of Eddie’s 3 Chi tokens.
  Up on the catwalk, Recoil is snapping a new clip into place when he catches a whiff of 
  gun oil. He spins around to see one of Eddie’s legbreakers (Thug 3) sneaking up 
  behind him with a shotgun! He uses the barrel of his assault rifle to parry the shotgun 
  (+1); a blast of buckshot erupts harmlessly to his left (+1). The thug returns the favor 
  by pushing Recoil’s rifle upwards, using his shotgun like a staff (+1), and smashes 
  
  the butt into the soldier’s face (+1). Recoil takes it like man (+1), then stabs his rifle 
  barrel into the thug’s kneecap (+1). The goon falls backwards, gasping in pain (+1), 
  and uses the distance to level his shotgun and fire another round (+1). Recoil tilts his 
  weapon up a few degrees and pulls the trigger (+1).
  The GM gets 5 dice for this minor Nemesis but, since he was never meant for a long 
  and fruitful life, decides to roll them all in offense. Recoil knows it won’t take much to 
  defeat the legbreaker (minor Nemeses generally get less than 3 Chi, and this guy 
  only has 1), so he splits his 6 dice evenly between Yin and Yang. Only 2 of the GM’s 
  dice are successes, and Recoil gets all three Yin successes, so no harm done. On the 
  other hand, Recoil’s 2 Yang successes are enough to soak up the thug’s only point of 
  Chi and then blast him into oblivion!
  Eddie the Viper now stands alone against our two heroes. He dives across the alley 
  (+1) and grabs a second gun off one of dead mooks (+1). He comes up with his arms 
  crossed, a gun in either hand (+1), and fires a stream of bullets at each of his would-
  be killers (+1). Recoil falls backwards over the side of the catwalk (+1), hangs upside 
  down by his legs (+1), and cuts a long line of bullet holes into Eddie’s side of the alley 
  (+1). Confound spins out of the way (+1), lands in a classic Chow Yun-Fat kneeling 
  pose (+1) and empties her clip into the Viper’s cold, black heart (+1)
  The GM decides that Eddie knows the end is near. He declares all 5 of his dice Yang, 
  directing 3 at Confound and 2 at Recoil. Recoil gets 4 dice and chooses to divide them 
  evenly between offense and defense. Confound wants this bastard good and dead, so 
  she rolls all 4 of her dice for attack and counts on her 3 points of Chi to save her. The 
  GM rolls 2 successes to attack Confound and 1 success to attack Recoil. Both of the 
  latter’s Yin dice are successes, which more than protects him, but 1 of his Yang dice is 
  a failure. Confound cashes in 2 points of Chi to eat Eddie’s bullets, then shoves 4 big 
  Yang successes down his throat! The Viper is dead, and then some! Recoil climbs 
  down from the catwalk and helps his wounded friend to the hospital.
  Old West, New Style
  An outlaw called Dead Bang (Let God Sort ‘Em Out 4) has been raisin’ quite a ruckus 
  in the Peacemaker’s town (Quick-Draw Justice 5). The latter has tried to arrest the 
  former on numerous occasions, all without success. Now, the lawman has called the 
  fugitive out. It’s kill or be killed, with the town’s future hanging in the balance...
  Dead Bang swaggers out onto main street (+1), his duster flaring around him in the 
  desert wind (+1). He plucks the cigar from between his teeth (+1) and says, “Had your 
  last rites, law man? You’ve got just over a minute to make peace with your Maker, 
  before I send you to meet him (+1).”
  
  The Peacemaker finishes loading his trusty Smith & Wesson revolver (+1), spins it 
  forward, backward, and sideways (+1), then drops it into his holster. “If you spent half 
  as much time shootin’ those guns as you do shootin’ off yer mouth, I just might have 
  felt compelled to go to church this mornin’ (+1).”
  The GM gets a total of 5 dice for this opening round of intimidation. The Peacemaker’s 
  player gets only 4 dice. The GM decides to go in swinging; he rolls 4 Yang dice and 1 
  Yin die. The Peacemaker takes a more guarded approach, rolling 2 of each. The GM 
  gets 3 Yang successes for Dead Bang, but his Yin die is a failure. The Peacemaker 
  rolls 2 Yin success and 1 Yang success. Both characters have to cash in 1 point of Chi, 
  which leaves them each with 2 more to spare.
  The Peacemaker breaths deep, relaxes his muscles and extends his senses (+1). A 
  bramble of sage brush blows across main street (+1) as the big town clock ticks its 
  way towards high noon (+1). When the moment comes, he will act without thought 
  and righteous purpose with guide his hand (+1).
  Dead Bang feigns apathy as he slowly grinds his cigar butt into the dirt (+1). Under the 
  rim of his black, spanish bat (+1), he examines his enemy’s every twitch with eyes as 
  cold as steel (+1). His hands drift ever closer to the twin revolvers at his sides (+1).
  This is the quick-draw round. The GM picks up 5 dice for Dead Bang, rolling 2 Yin and 
  3 Yang. The Peacemaker also gets 5 dice, going with 2 Yang and 3 Yin. The GM rolls 
  2 Yang successes and 1 Yin success, while the Peacemaker nabs 3 Yang successes 
  and 1 Yin success. The Peacemaker’s player cashes in 1 point of Chi, but the GM has 
  to lose 2, leaving him at zero. It looks like the law man’s tai chi ain’t so sissy, after all.
  The clock strikes noon and both gunslingers draw their weapons! The Peacemaker’s 
  gun snaps up faster than the eye can follow (+1). He pulls back the trigger and fans 
  the hammer back six times (+1). The first bullet flies towards the outlaw’s heart like 
  one of Zeus’ thunderbolts (+1). The next four bullets knock Dead Bang’s shots clean 
  out of the air (+1). The sixth is aimed right between his cold, dead eyes (+1).
  Dead Bang’s twin revolvers fly into his hands, eager to draw the law man‘s blood (+1)! 
  His right hand fires off a round (+1), while the left blocks the Peacemaker’s first bullet 
  by deflecting it off the gun barrel (+1). Then, he unloads the rest of his ammo so fast 
  that the gunshots sound like a single cannon blast (+1) and tries to sidestep the 
  Peacemaker’s fifth shot (+1).
  The street falls silent as the dice are rolled... The Peacemaker still has 1 point of Chi 
  left, where his adversary has none, so he decides to go on the offensive. He picks up 4 
  Yang dice and 2 Yin. The GM splits Dead Bang’s dice evenly, 3 of each. He rolls a pair 
  of Yang successes and a pair of Yin successes. The Peacemaker only gets 1 success 
  in defense, but he has the point of Chi to cover it. His 4 Yang successes, however, are 
  more than enough to overcome the outlaw’s defenses and send him to hell!
  
  Cyber-SniperS
  Terminal is hacking into an enemy’s bank account when one of his online buddies 
  sends him a message: “Expect a collect call this evening. Long distance.” That’s code 
  for “Someone hired a sniper to take you out tonight.” Great, just great. This is one 
  headache he doesn’t need. Still, he does enjoy a challenge...
  First, Terminal (Ballistics 5) sets up a decoy sniper’s nest on a rooftop near his home. 
  He takes an old mimetic cloaking device he has lying around (+1) and screws with its 
  thermal filter until there’s a .05% inefficiency (+1). That should be just enough to draw 
  attention without looking like a decoy. Then, he sets up a low-tech sniper’s nest on 
  the second floor of his condo by tearing apart some furniture and concealing himself 
  beneath the wreckage (+1). He deploys surveillance drones outside (+1) and plugs in 
  his cyber-specs for a virtual view of the cityscape (+1). Now, he just has to wait.
  The GM will now narrate the Nemesis’ actions, even ones that Terminal might not be 
  aware of, in order to generate a dice pool for this deadly game of cat and mouse. The 
  Hit man (Sniper 5) parks his hover car beside a high-rise about a half mile away from 
  Terminal’s building (+1). He deploys surveillance drones of his own (+1), which 
  quickly identify Terminal’s drones & the malfunctioning mimetic cloak (+1). Here, the 
  GM decides to fall for Terminal’s trap on purpose, because it’s a good ploy and the 
  player deserves to be rewarded for his efforts. He pokes the barrel of his smart rifle 
  out the back window (+1) and fires off three rounds before the first hits its mark (+1)!
  Since the combatants are not actually attacking each other this round, any loss of Chi 
  will represent a loss of advantage, not an injury. Terminal’s meticulous preparations 
  earned him a total of 6 dice, which he chooses to split evenly between Yin and Yang. 
  The GM also gets 6 dice, but chooses to roll 4 Yang and 2 Yin. Terminal matches the 
  GM’s 3 Yang successes with 3 Yin successes. On the other hand, The GM’s 1 Yin 
  success is no match for Terminal’s pair of Yang successes, so the GM cashes in 1 of 
  his 3 Chi tokens. Terminal has managed to catch his assailant flat footed!
  When the first shot is fired, Terminal’s surveillance drones lock onto the hit man’s 
  position (+1). His cyber-specs light up with 3-D images, augmenting his view of the 
  skyline with tactical data (+1). Terminal activates the warhead on his smart bullet and 
  fires a single shot at the hit man’s vehicle (+1). The resulting fireball reduces the 
  hovercar to slag and sends it plummeting earthward (+1). Hungry flames lick the hit 
  man’s reactive body armor (+1) as he leaps out of the falling wreckage (+1) and 
  crashes onto a nearby roof (+1). He touches a button on his arm and activates the 
  hovergun concealed in one of his spy drones (+1). It immediately begins transforming 
  Terminal’s condo into a well-decorated block of swiss cheese (+1)!
  
  This time, Terminal gets only 5 dice and decides to roll 3 Yang and 2 Yin. The GM 
  decides to split his 6 dice evenly between offense and defense. Terminal rolls 2 Yang 
  successes and 2 Yin successes, but the GM beats that with 3 of each. The hit man 
  escapes the wreck that was his car without a scratch. Terminal manages to survive the 
  barrage of bullets that tears through his condo, but only at the cost of 1 point of Chi. 
  That evens the score to 2 Chi apiece.
  The sounds of shattering glass and splintering plastisteel assail Terminal’s ears as 
  he clutches his rifle and waits for death (+1). Then, the floor creaks beneath him and 
  falls through, dropping him into the kitchen below (+1). He lands on his feet and sees 
  the hit man through his cyber-specs (+1), switches his smart rifle to armor-piercing 
  ammo (+1), and fires a shot straight through the bastard’s aiming eye (+1)! The hit 
  man’s drones see Terminal fall through the floor and transmit the data to his tactical 
  display (+1). He snaps his rifle up to his shoulder (+1) and fires 3 bullets: one to the 
  heart (+1), one to the neck (+1), and one right through Terminal’s brain stem (+1).
  Both duelists rake in 6 dice this round, and both of them go on the offensive by rolling 
  4 Yang dice and 2 Yin dice. The GM rolls 3 attack successes, but only 1 Yin success. 
  Terminal pulls in all 4 Yang successes, which is just enough to get through the hit 
  man’s defensive success and 2 remaining points of Chi. Terminal also rolls 1 Yin 
  success, so he has to cash in his last two points of Chi. He takes those bullets to the 
  chest and neck, but manages to stay conscious long enough to call a black market 
  meat mechanic. The cops find the hit man’s corpse an hour later, minus one eye.
  Bar Brawlin’... with Bullets!
  The vigilante known as “The Cellist” is casing a speak-easy that may be a front for the 
  Diamondbacks, a local street gang. Unfortunately, his reputation for pandemonium 
  got there first. One of the bouncers eyeballs him and alerts his fellow mooks, who 
  instantly produce guns from every nook and cranny...
  The Cellist (Vengeful 5) throws open his cello case and dives right in (+1)! Two metal 
  canisters pop over the lip and roll across the floor as the mooks raise their weapons 
  (+1). Dense smoke billows out of them, filling the bar as The Cellist clicks the safety 
  off his tommy gun (+1). He runs sideways through the fog, perforating the advancing 
  goons (+1) as enemy fire peppers the wall behind him (+1).
  The Cellist is fighting alone, but he can be expected to score 3-4 hits per round. The 
  GM wants this to be a pretty significant fight, so she gives the mooks a Threat Rating of 
  15. The Cellist earned 6 dice and decides to roll 4 Yang and 2 Yin. Both of the latter 
  come up successes, so no Chi is lost this round. One of his Yang dice comes up a six, 
  so the 3 successful dice reduce the mooks’ Threat to 12. We’re just gettin’ started!
  
  The tommy gun’s ammo drum runs out just as the speak-easy’s ceiling fans start to 
  disperse the fog. The Cellist looms out of the smoke like the shadow of death, slips a 
  choke hold on the nearest mook, and uses him to soak up his buddies’ bullets. He 
  disconnects the tommy gun’s ammo drum with one hand and kicks it into a mook’s 
  face, breaking his nose. Then, he switches his grip on the tommy gun and swings it 
  like Babe Ruth, knocking another goon flat on his ass.
  The Cellist gets 6 dice for his filibuster. Once again, he decides to roll 4 Yang dice and 
  2 Yin dice. He only gets 1 Yin success, but that’s plenty when you’re fighting mooks. 
  He gets lucky with the Yang dice, rolling 4 successes and reducing the Threat to 8.
  Leaving his human shield to bleed on the floor, the vigilante dives back into his cello 
  case and emerges with a pair of sawed-off shotguns. He rolls under a table, comes 
  up between two mooks, and clubs them both in the back of the head. Both barrels are 
  leveled at the bar a moment later, blasting two more goons back into a wall of liquor 
  bottles. They’re baptized in a river of booze and shattered glass.
  Another filibuster, another 6 dice. This time, the Cellist throws caution to the wind with 
  5 Yang dice and 1 Yin die. The gamble pays off: the Yin die is a success, so no Chi is 
  lost, and 4 of the Yang dice are successes, which cuts the mook’s Threat in half!
  The Cellist spins on his heel and clubs those two mooks behind him a few more 
  times, then leaps backwards against the bar, using it for cover. He digs two cartridges 
  of incendiary ammo out of his pocket and tosses them high into the air. He breaks 
  open his shotguns, catches the cartridges on their way back down, and snaps the 
  guns closed. Next, he reaches over the bar, places one barrel against a bottle of 150 
  proof vodka, and fires an explosive face eraser at the remaining mooks!
  The Cellist expects this to be the last round. He gets yet another filibustery 6 dice and 
  rolls 5 to attack and 1 to defend. Unfortunately, he rolls a lot of sixes, including his Yin 
  die. The player cashes in a point of Chi. Since he only gets 3 Yang successes, the 
  mooks still have 1 point of Threat left...
  The Cellist gets up from behind the bar and admires his handiwork. Suddenly, the bar 
  manager kicks open his office door, points the business end of Winchester rifle at the 
  vigilante, and opens fire! He can almost see the bullet as he dives to the side (+1). It 
  cuts through the smoke in slow motion and grazes his right ear (+1). As the mook 
  loads a new round, the Cellist jumps backwards through one of the bar’s blacked-out 
  windows (+1) and fires his last shot at the alcohol-soaked bar (+1). Fire erupts from 
  the barrel and ignites a pillar of flame straight out of the Bible(+1)!
  With only one Threat level left, the Cellist can afford to play it safe. He splits his 6 dice 
  evenly between Yin and Yang, getting 3 Yin successes and 2 Yang successes. The 
  mooks lose their last level of Threat to hellish incineration!
  
SOURCE: textdata/thevault/Collections/Anime & Cartoon RPGs/3) Common Tropes & Themes/Wushu & Shoulin & Wuxia Action/Wushu/Wushu - Gun-Fu.pdf