Sniper O.C.C.
Sniper O.C.C.
        Snipers are usually trained and used by militaries and law enforcement
agencies. They can also be found in mercenary groups and occasionally
freelancing. They are trained to get close to the target with out being seen
and kill the target. The goal is to do this in one shoot. The reason for this is
that the more you shoot at the target the more likely they will spot you and
shoot back or the target may escape. The work of a sniper will often require
them to work alone. At the best they will usually only get a spotter to help the
sniper identify targets and watch his back. This problem though is not faced by
snipers working for law enforcement units.
Attribute Requirements: I.Q. 10, P.P. 10
Alignment: Any except Principled
O.C.C. Bonus: +2 to initiative, +1 to strike with modern ranged weapons.
O.C.C. Skills
Radio: Basic (+10%)
Detect Ambush (+5%)
Intelligence
Tracking (+10%)
Wilderness Survival
Armorer (+5%)
Camouflage (+20%)
Athletics (general)
Climbing
Prowl (+15%)
Language: One other language beside native (+20%); Native language at (98%)
Literacy: Native language (+10%)
W.P. Bolt-Action Rifle with Combat Sniper skill
W.P. Energy Pistol
W.P. Energy Rifle with Combat Sniper skill
Land Navigation (+10%)
Hand to Hand: Basic; can be changed to Expert at the cost of one
other skill, Or Martial Arts at the cost of two other skills (or assassin
if of evil alignment).
O.C.C. Related Skills: Because of the intensity of the training required for this skill
there is not much time to acquire other skills. Select four other skills. Plus two skills at
level four, eight and one twelve. All new skills start at level one proficiency.
Communications: Any
Domestic: Any
Electrical: Basic Electronics only
Espionage: Any (+10%)
Mechanical: Automotive Mechanics & Weapons Engineer only
Medical: First Aid only.
Military: Any
Physical: Any
Pilot: Any
Pilot Related: Any
Rogue: Any (+5%)
Science: Chemistry and Math only
Technical: Any (+5%)
W.P.: Any
Wilderness: Any (+5%)
Secondary Skills: The character gets to pick four more skills from the previous list.
These are additional areas of knowledge that do not get the advantage of the bonus
listed in parentheses. All secondary skills start at the base skill level. Also, skill
are limited (any, only, none) as previously indicated in the list.
Standard Equipment: A set of light mega-damage body armor, military fatigues,
a custom made Ghillie suit*, and a small wardrobe. Also a gas mask and air
filter, tinted goggles, infrared distancing binoculars, one long ranged high power
rifle of choice with telescopic scope, thermo-imaging and laser targeting, one
energy pistol of choice, one knife, two other hand held weapons of choice,
six e-clips or reloads for every appropriate weapon, robot medical kit and IRMSS,
backpack, canteen, two weeks of rations.
* Ghillie suit: Is a suit made by the sniper to match the terrain to help him sneak up
on his target. A universal suit will provided a +5% bonus to prowl. A suit made
up to match the local terrain will give a +15% bonus to prowl.
Money: 2D6 x 1,000 in credits, and black market items worth 1D6 x 1,000 credits.
Cybernetics: 1D4 cybernetic implants of choice.
Experience Table
1. 0,000 - 2,120
2. 2,121 - 4,240
3. 4,241 - 8,480
4. 8,481 - 16,880
5. 16,881 - 24,880
6. 24,881 - 34,880
7. 34,881 - 49,880
8. 49,881 - 69,880
9. 69,881 - 94,880
10. 94,881 - 129,880
11. 129,881 - 179,880
12. 179,881 - 229,880
13. 229,881 - 279,880
14. 279,881 - 329,880
15. 329,881 - 389,880
By: Shawn Merrow