Duelist / 'Slinger OCC

The gunslinger is one of the newest OCCs to arise in the more advanced areas. Primarily found in the wilderness/fronteer towns, the 'Slinger is a small weapons specialist, mostly known for their ability to draw and fire a weapon with blinding speed. 'Slingers generally are employed as bodyguards for magic-users, and as assassins/thugs.
Few 'slingers are trained psychics, and those that are psychically gifted tend to focus more on powers like 'bio-regeneration,' nightvision, and sence magic over the preferrable (to gamers) Sixth Sence, since the constant warning of danger duirng a Quickdraw duel is not helpful (no init. bonus because it doesn't say when the opponent will draw) and can actually become a problem (constant alert might suggest a sniper, thus distracting the 'slinger, imposing a penalty to their draw in the duel.).
Yes, this is fairly watered down compared to the Gunslingers in Rifts, primarily because the occupation is still developing, as are the weapons. However, concidering the gunslinger's speed, combined with their damaging capabilities (3d6 to 5d6 on average) their lack of multiple weapon specialties, automatic paired weapons, and psychic powers leaves them simply on par with the normal Palladium Fantacy OCCs. If the GM wishes to grant automatically paired pistols and quickdraw that can easilly be done.

Special Skills:
  1. Quickdraw - Pistols - Can draw and fire at a target within 30 feet plus 10 feet per lvl without penalties, targets beyond this range are at half the usual strike bonus. The Quickdraw is not and aimed shot, but is a single action. Quickdraw cannot be a called shot, until level 5.
    When using their Quickdraw option, the 'Slinger gains the following bonuses: +1 attack at levels 1, 3, 6, and 10. +1 to initiative at levels 2, 5, 8, and 12. And +1 to initiative for every 3 points of PP over 15.
    This power can be PAIRED, at the cost of 3 OCC Related Skills.
  2. Improved Accuracy - Pistols - Recieve a one time bonus of +1 to strike to all both wild and aimed shots. An additional +1 to strike is given for every 5 points of P.P. above 15, to a maximum of +3.
  3. Optional Quickdraw - Knives - at the cost of two(2) OCC Related and two(2) Secondary Skills, the 'Slinger can apply their Quickdraw to throwing knives. Thus they are able to draw and throw a knife in a single action, using their P.P. and WP Knife bonuses to strike (WP Thrown does not apply) with the same range restrictions.
  4. Reputation/Awe Factor - Many gunslingers make a name for themselves as killing machines. Starting at level 6 the 'Slinger will develope an Awe Factor to normal people (and low-leveled heroes) who realize what the 'slinger is. The Awe Factor is effectively 9 +1 every 3 levels. Failing to save against the AF will impose a -(1d4+1) to initiate to anyone trying to draw against the 'slinger.
  5. Quick Duel Revision - when a professional gunslinger participates in a quickdraw compitition, the first action is usually a simultanious attack, reguarless who has the initiative; however, initiative is still determined. If a professional gunslinger beats his opponent's initiative by more than 5, the opponent's does not have time to draw their weapon before the gunslinger fires, this even applies when facing other professional 'slingers. (GM disgression if the looser of such an initiative is aware they're going to be out-drawn).

OCC Bonuses: +1D4 to P.P. +3 save vs. HF/AF
Alignments: Any, mostly anarchist and miscreant.
Attribute Requirements: P.P.: 12
OCC Skills
WP: Pistols/Revolvers
Horsemanship: General (+10)
Recognize Weapon Quality (+20)
Land Navigation (+20)
Military Etiquette (+5)
Cardsharp (+5)
Wilderness Survival (+10)
Streetwise (+15)
WP: two of choice
HtH: Basic (upgradable as usual)

OCC Related skills: Select 6, another 2 at level 3, and one at levels 5, 8, and 12.
Communications: Any (+10)
Domestic: Any
Espionage: Tracking only. 
Horsemanship: exotic only
Medical: first aid only.
Military: Heraldry and Field Armorer only.
Mechanical: none
Physical: any, except Boxing and Acrobatics.
Piloting: sailing only.
Pilot Related: none
Rogue: any (+10)
Science: any 
Technical: any (+5)
Weapon proficiencies: any, but generally avoided.
Wilderness: any (+5)

Secondary Skills: Select 5, and another 1 every 3 levels.
Starting Equipment: 2D4 revolvers of choice, 1 "dueling pistol" usually mussel-loaded/wheel-lock style. total of 40 + 1D4x10 rounds of ammunition, light armor (if any), a knife or shortsword, spare clothes, backpack, canteen, small holy symbol, sleeping bag, 1D4 small bags, weapon cleaning tools, tinder box. Players have a 2 in 10 chance of starting with a horse.