The Sharpshooter is a long-range specialist, similar to the old Longbowman OCC
of the old world. Instead of relying on the bow, the Sharpshooter uses a
rifle, often accompanied by a scope. Although Longbow specialists still exist
(the weapon is silent, and easier to conceal), the sharpshooter's greater range
is preferred by most militaries and merchants.
Special Skills:
Rifle Specialty - Effectively Has Sharpshooting: Rifles
without the initiative bonus.
(GM Disgression may replace Skill #1 and #3 with stright up Sharpshooting from
the Rifts Conversion Book if they wish).
When using a rifle, the shooter gains the
following boni:
+1 attack
+2 to initiative
+3 on aimed shots, +1 on wild shots
+1 to all shots for every 3 points of PP over 16.
+2 to disarm
Special Sniper Bonus - As with the longbowman, the Sharpshooter can
spend an extra action to double their strike bonus. Also, when the extra
action is spent, the Sharpshooter only needs a natural 18+ for a critical
strike.
Specialy Trick - The sharpshooter may select two Sharpshooting
specialties from the following list:
Fire over shoulder with a normal aimed shot.
Dodge/roll from an attack and come up shooting (wild shot, costs two
actions but happens in one.)
Fire without penalty from a moving vehicle
Richochet shot (halves strike bonus)
Projectile Defence - When fighting at normal firearms range (more
than 30 feet away) the sharpshooter is only -4 to defend against projectile
weapons (including guns).
OCC Bonuses: +1 to P.P., +2 save vs. horror factor, +2 roll.
Alignments: Any,
Attribute Requirements: I.Q.: 10, P.P.: 10
OCC Skills
WP: Rifle
WP: Black Powder
WP: Blunt
Sniper (already accounted for in special skills)
Camouflage (+10)
Tracking (+15)
Language: 2 of Choice (+10)
Military Etiquette (+10)
Forced March
HtH: Basic (Upgradable, Assassin is an option)
OCC Related skills:
Select 5, and another 2 at levels 4, 10, and 15.
Communications: Any (+5)
Domestic: Any
Espionage: any, except interrogation (+5)
Horsemanship: general or exotic only
Medical: First Aid only (+5)
Military: any (+10)
Mechanical: none
Physical: Any, except gymnastics and wrestling.
Piloting: any
Pilot Related: none
Rogue: any (+10 to pick locks and prowl)
Science: math only
Technical: any (+10)
Weapon proficiencies: any
Wilderness: any (+5)
Secondary Skills:
select 4, and 1 every 5 levels.
Starting Equipment: one good rifle (+1 strike), 50% chance of
having a scope, 1 "traveling rifle", 1 weapon of choice, survival knife,
weapons cleaning kit, a total of 30 + 5D6 rounds of ammunition (player may
choose how to disperse this to weapons), traveling bag/backpack, 2D4 small
bags, canteen, sleeping roll.
Player has a 2 in 10 chance of having a horse.