- A Dexterity 9 and Constitution 9 are required to play a Shootist.
- Shootists use a d6 for their Hit Die. At 1st level they begin with their Constitution in Hit Points.
- Shootists may use any Normal melee weapon in one hand, always keeping a hand free to draw down. They may also use any Normal ranged weapons.
- They may, of course, use pistols, shotguns, and rifles. If they find it, they can even use a cannon effectively.
- They save as a Soldier.
- They may roll Search, even if normally inapplicable, to listen for peculiar noises.
- Shootists may either reload and fire in the same round or aim and fire in the same round.
- When determining their Luck at the beginning of the game, Shootists roll 1d4+Charisma bonus, instead of 1d4+1.
- At level 3, they may use their Dexterity to attract Helpers and determine Morale.
- At level 5, your Charisma bonus is also a number of Trick Shots you can perform in a day. Trick Shots can be used to:
A. ignore one increment of Range penalties on a shot,
B. roll your attack and damage simultaneously, sacrificing any amount of your damage result to add to your To Hit value to ensure a hit
or C. Ricochet once, allowing you to hit targets behind cover and such.
Only one Trick Shot effect may be used on any attack.
- At level 8, they may reload, aim, and fire in the same round.
- At level 9 they establish a hideout and form a gang, attracting 1d3 Pros and 1d2 Shootists per level.
- At level 10 they may use multiple Trick Shot effects in the same round.
- At level 13, so long as your target is in range and you use a pistol or rifle, you do not need line of sight to your target. You must still roll to hit.
- Shootists may advance to level 16.
|Trick Shot||5||16000||+1d6+Constitution bonus|
|Great Shot||8||120000||+1d6+Constitution bonus|