Sniper
By Kuseru
Entrance Requirements: No Alignment Restrictions. Requires a Minimum M.E. of 14.
Skill Cost: 6 Years (4 Years as a Secondary Martial Art Style)
The word Sniper comes from a play on words by British soldiers in India as early as 1773. Here troops hunted the Snipe, a small, quick bird that was difficult to shoot. Successful shooters were dubbed Snipers. However it was the German Army of World War 1 that first to coined the term "Sniper" for military use. Meanwhile, the Soviet army first made use of two-man sniper teams in 1930.
Sniper training focuses on several basic tasks to perform the mission of sniping. Snipers are trained to accurately estimate ranges, endure long periods of waiting, make use of cover, concealment, and camouflage as well as maps, sketches, aerial photos, and the compass, move quietly to avoid detection, recognize enemy personnel quickly and search, observe and identify key features of shooting areas. A sniper is not a person who randomly shoots people, they wait patiently for the pefect opportunity to fire at a target. The Sniper's main philosophy is "one shot, one kill." While more than one round may be needed to neutralize a target, snipers train to eliminate their targets with as few rounds as possible.
Costume: Typically wears camouflage fatigues and/or a custom ghillie suit.
Stance: Typically prone or kneeling/sitting with the weapon braced on an object.
CHARACTER BONUSES
Add +3 to M.E.
Add +2 to P.P.
Add +1 to P.E.
COMBAT SKILLS
Attacks per Melee: 2
Escape Moves: Roll with Punch/Fall/Impact
Attack Moves: None.
Basic Defense Moves: Automatic Parry, Dodge, Parry.
Advanced Defense Moves: None.
Hand Attacks: Strike (Punch)
Basic Foot Attacks: Kick Attack
Jumping Foot Attacks: None.
Special Attacks: Aimed Shot, Called Strike, Double Tap, Butt Stroke (Does 1D10 damage), Head Shot/Death Blow, Leading.
Holds/Locks: None.
Weapon Kata: W.P. Bolt-Action & Semi-Automatic Rifle.
Modifiers to Attacks: Critical Strike, Pulled Shot
SKILLS INCLUDED IN TRAINING
Martial Art Powers: None. This style offers no Martial Art Powers or Abilities.
Cultural: Camouflage, Military Intelligence, Sniper (bonuses already factored into style).
Physical: Climbing, Prowl, Swimming
Survival: Land Navigation, Wilderness Survival
Weapon Proficiencies: W.P. Bolt-Action & Semi-Automatic Rifle.
Philosophical Training: None.
If this is your Primary Martial Art then the following other styles can be learned in a shorter time:
LEVEL ADVANCEMENT BONUSES
1st: +3 to Strike with Aimed Shot, +1 to Parry/Dodge, +2 to Roll with Punch/Fall/Impact, Called Strike on a 20.
2nd: +2 Attacks per Melee, +2 to Strike with Aimed Shot.
3rd: +1 to Pulled Shot, Head Shot/Death Blow on a Natural 20.
4th: +1 to Strike with Aimed Shot, Called Strike on a 19 or 20.
5th: +1 to Parry/Dodge, +1 to Roll with Punch/Fall/Impact.
6th: +2 Attacks per Melee, Rapid Reload.
7th: +1 to Strike with Aimed Shot, +1 to Pulled Shot.
8th: Called Strike on a 18, 19, or 20.
9th: Head Shot/Death Blow on a Natural 19 or 20.
10th: +2 Attacks per Melee, +1 to Strike with Aimed Shot.
11th: Called Strike on a 17, 18, 19, or 20.
12th: +1 to Parry/Dodge, +1 to Roll with Punch/Fall/Impact.
13th: +1 to Strike with Aimed Shot, +1 to Pulled Shot.
14th: +2 Attacks per Melee, Called Strike on a 16-20.
15th: +1 to Strike with Aimed Shot, Head Shot/Death Blow on a Natural 18, 19, or 20.
Why Study Sniper?
The purpose of this style is to kill, plain and simple. With the long reach and power of a weapon, this style allows a student to take on multiple attackers as easily as single ones and dispatch them quickly. Disadvantages are the total lack of Chi powers and a certain rigidity in the forms. Any opponent falling under an attack risks permanent maiming.

NOTE 1: All of the gun styles use their superior level advancement bonuses in place of the weapon proficiency bonuses for modern weapons.

NOTE 2: Gun Styles use these Modern Combat Rules.

NOTE 3: Gun Styles use these Modern Weapon Proficiencies.

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