W.P. SHARPSHOOTING
Sharpshooting is a combination of special expertise and trick
shooting with a particular type of weapon, typically revolvers, pistols
and energy pistols, but sometimes includes rifles. It was first
developed by gunfighters and quickly adopted by the gunslingers and
lawmen of the New West. This skill can be developed by any of the
Men at Arms O.C.C. but is fairly uncommon among most, except for the
Gunfighter, Sheriff and Gunslinger.
W.P. Sharpshooting must be selected for each weapon type or category of
weapon (revolver, pistol, energy pistol, rifle, etc.) in which the
Sharpshooting expertise is desired. This means if the character wants
to be a specialist with revolvers, that's one Sharpshooting selection
at the cost of two O.C.C. Related Skill selections, plus the W.P.
selection (Sharpshooting can be applied to O.C.C. weapon skills but not
Secondary Skills). If Sharpshooting is also desired for W.P. Energy
Pistol, the skill must be selected again (at the cost of two O.C.C.
Related Skills). This process is repeated for each W.P. for which the
added benefits of Sharpshooting is desired. Since Sharpshooting
selection costs the equivalent of two O.C.C. Related Skill selections,
even most Gunslingers and Gunfighters seldom have more than one or two
Sharpshooting specialties - most Men at Arms do not have any.
All bonuses and tricks are only possible with W.P.s to which the
Sharpshooting skill has been added. Thus, a character with
Sharpshooting: Revolver does not get the Sharpshooting bonuses when
firing an energy pistol. The Sharpshooting skill can be added to all
modern guns, from revolvers (six-shooters) to energy rifles, but does
not include W.P. Heavy Military or W.P. Heavy M.D.; i.e. it can not be
applied to rail guns, rocket launchers, mini-missile launchers,
bazookas, artillery weapons, vehicle or robot weapons, hand grenades,
or explosives. Likewise, Sharpshooting can not be applied to weapons
that do not shoot, such as clubs, maces, knives,s swords, axes, whips,
or even spears, bolas, or other weapons that can be thrown.
The Sharpshooting skill can be combined with the W.P. Archery skill,
but is applicable only to the sling, crossbow, and bow and arrow. Only
the Gunfighter, Sheriff, and Gunslinger O.C.C.s automatically get a few
Sharpshooting skills among their O.C.C. skills, but any additional
selections cost them two O.C.C. Related skills like anybody else. This
skill is never available to robots, master psionics, practitioners of
magic, dragons, demons, or any creatures of magic or supernatural
beings. Juicers, Crazies, and Borgs are limited to only one
Sharpshooting skill. Characters can not trade in Secondary Skills for
the Sharpshooting Skill.
W.P. Bonuses:-
- All bonuses are in addition to the conventional W.P. bonuses.
- Aimed Shot (applicable to both the single shot and the aimed burst shot): +1
to strike with a P.P. 20 and for every additional 5 P.P. points above
20, but the bonuses are only applicable when the appropriate type of
weapon is used. Aimed shots only. No bonuses for shooting Wild.
- Bonus Attack: +1 melee attack when using that specific weapon for the entire melee round (add it at the end).
- Quick Draw: +1 to initiative at P.P. 18 and for every additional 4 P.P. points, in addition to other initiative bonuses.
- Sharpshooter's Called Shot: The Sharpshooter's 'aimed' shot bonuses are NOT applicable when using this special 'called shot'. Instead the sharpshooter
uses the following superior bonuses: +1 to strike with a P.P. 18 and
for every additional 3 points above 18, but the bonuses are only
applicable when the appropriate type of weapon is used and the special
called shot counts as 2 melee attacks/actions. Aimed shots only.