Description

Deadly accurate ranged combatants who prefer to attack from cover at a distance, but with the ability to handle those who get too close with brutal strikes. Stealthy, agile, and precise, they are adept at finding concealed positions and locating targets, usually with the help of allies who can maintain close visual contact with the targets and draw them out or maneuver them into positions for the sniper to fire. Relying on cover and concealment they tend to have a limited mobility during combat, making them most effective when they are able to set ambushes and coordinate with their allies.

Build Notes

Adding Unarmed Combat to the Ranged Combat capabilities offers these characters several quick strike options in melee combat, but limits the total number of skills with which they can begin. It’s possible to trade out the Unarmed Combat specialty for Armed Combat or forgo these altogether to pick up additional Guile and/or Ranged Combat skills that can offer more immediate capabilities, but at the cost of overall versatility.

Skill Trees

Ranged Combat
(10 + 3 skills = 13 points)
• Dodge
• Shoot
• Weapon Proficiency

Unarmed Combat
(10 + 2 skill = 12 points)
Disciplined Striking
• Evade

Guile
(10 + 2 skill = 12 points)
• Search
Stealth

Athletics
(1 skill = 1 point)
• Climbing

Cunning
(1 skill = 1 point)
• Observation

Vigilance
(1 skill = 1 point)
• Concentrate

Starting Gear

Snipers have a very specific skill set that requires mobility and the ability to attack at range, as such they begin play with a suit of light armor, short and long ranged weapons, and a traveler pack, the quality of which is based on the starting wealth class. These gear packs do not have a specific monetary value, rather they are designed to ensure that starting characters have the basic gear they need to begin play. Substitutes for items of a roughly equal value may be made with GM approval.

♦ Impoverished
♦ Working Class
♦ Professional
♦ Capitalist
♦ Magnate
My writing distractions symbol image