Gunmen are experts with firearms that live and die by their reputations, no matter what that reputation may be. While some do come up through the ranks of the militaries of the world, the majority of gunmen however come from mercenary groups or one on one training. Often a skill passed down family lines; they all wear a symbol that identifies them to other gunmen. Like fighters, their ranks are not titles and they are hired on through the Merc Line Network or the Brokery. They also commonly go after bounties on individuals throughout the world.
Rookie gunmen are ranked shooters. A shooter is hired on and often gathers allies or finds a crew to take care of minimal problems for those that hire them. When they are deemed competent enough they gain the rank of sniper. Snipers hunt up some of their jobs or track bounties and are occasionally looked up for help or to join established crews. As they develop a name for themselves they gain the rank of raven’s eye. Raven’s eyed gunmen are known by name and symbol among the rest of them. While many still bounty hunt, jobs tend to come to them and they are often approached to join crews. They also often garner higher pay, because their employers know they will get the job done.
Gunmen are known by the symbol they wear. Symbols are either created or inherited when they reach the rank of sniper. Their sizes and locations vary from gunmen to gunmen. Some may take up the majority of a jacket while others are as simple as a pendant on a necklace. Stealing the symbol of other gunmen can be deadly. Even those morally inclined gunmen may kill another gunman for tarnishing the reputation that goes with their symbol. Most gunmen are smart enough not to try that though.
As a rite of passage between being a shooter and a sniper, young gunmen craft their own firearms. Type and designs vary greatly and often are uniquely crafted by the individual. Most are embroidered with their symbol to identify it as their weapon. It helps their allies recover a stolen weapon or if worse comes to worse, avenge their ally. The first weapon a gunmen crafts it special to them. Even though they may no longer use it, they never get rid of it and usually have it stored somewhere safe.
Gunmen are medium armored firearms experts. They are able to deal out damage and disable targets to aid their allies. Able to stealth around the battlefield where they get the jump on a target, the gunmen can take targets down before they are aware they are in a fight. Their quick reflexes allow them to avoid movement impairing effects and rapidly reload their weapons. Gunmen are fast and ready to take care of business.
Role: Damage, Stealth, Disable, Command
Species: Pacura, Cojaro, Human, Vampire, Grufia, Habataki, Shaross
Professions: Assassin, Explorer, Hunter, Law Enforcement, Medic, Soldier, Thief
Suggested Attributes: Dexterity and Charisma
Health: 6 + Constitution per CPB + Species Health
Starting Armor Proficient: Cloth, Leather
Starting Weapon Proficient: Firearms, Daggers
Starting Skills: Choose 1 Combat Art and the Technology: Gunsmith skill.
Weapon(s): Revolver, Shotgun, Dagger
Equipment: Clothes, 1 Day Ration, Backpack, Canteen, 20 Shells, 36 Bullets (Pistol)
Weapon(s): Semi-Automatic Pistol, Bolt Action Rifle, Dagger
Equipment: Clothes, 1 Day Ration, Backpack, Canteen, 25 Bullets (Rifle), 5 Clips (Pistol)
Gunmen must create themselves a weapon by CPB 3. If they do not manage to do this they are unable to purchase any gunmen skills until the task is completed.
Combat points or CP and can store up to CPB and generates per Focus spent.
Focus is generated by successful attacks giving 1 and critical attacks giving 2. Gunmen can store up to their CPB of Focus and it fades out of combat.
Evasion, Reactive Ability
This skill improves a defender roll for 1 CP by their CPB.
Accuracy, Instant Ability
Gunman's next basic attack gains attacker bonus equal to their CPB for 1 CR.
Quick Draw, Passive Ability
This skill increases the gunman’s chance for first attack by their CPB. A successful first action from Quick Draw fills the gunman's focus.
Eagle Aim, Attacker vs Defender
The gunman fires an aimed shot that deals +1d8 damage per Focus.
Improved Stealth, Passive Ability
While in stealth the gunman gains a bonus to maintaining stealth equal to their CPB.
Sniping, Passive Ability
When the gunman fires from cover to an infuriated target or while in stealth they have advantage on their attacker roll.
Unhindered Marksman, 1 CP
The gunman gains 1d4 per CR to avoid movement impairing attacks and action per round stuns. If successful the gunmen still receives any damage from the attack.
Quick Reload, 1 CP
The gunman’s quick reflexes gives it the skill to reload pistols, semiautomatic weapons, full automatic weapons, and falgus instantly when the weapon is empty. Quick Reload requires spare clips, speed loaders, or falgus shells, depending on the weapon. Quick reload does not work while dual wielding.
Tactical Relay, 1 CP
When a command is issued to an ally the gunman can boost the success of the command by their CPB.
The gunman learns the art of firearms to take down their opponents. Utilizing specially trained shots, the gunmen take apart their opponents so they are weaker prey for their allies while adding damage to the target.
Breakdown, Attacker vs Defender
The gunman fires a shot that impairs the target’s ability to attacker and defender rolls by -1 per Focus for a round.
Pistol Whip, Attacker vs Defender
This skill is a melee strike with a firearm that stuns the target for 1 APR per CP. Target cannot be stunned while stunned or they will revive. If damaged, the target will also be revived.
Armor Crack, Attack vs Defender
The gunman fires a reactive shot at the target’s armor to exposing 1d4 soak rate per CP before an ally's attack.
Disarm, Attacker vs Defender, 1 Focus + 1 CP
The gunman targets the hands to remove an item from the target. The target takes an action to retrieve item.
Shin Splitter, Attacker vs Defender, 1 Focus + 1 CP
The gunman targets the opponent’s leg reducing the target's movement by half.
The gunman uses ranged attacks to shape the battlefield in favor of its allies. Require long or medium ranged firearms.
Cover Shot, Charisma + CPB vs Wisdom + Sense, 1 Focus + 1 CP
The gunman fires at a target behind cover in an attempt to scare it momentarily from hiding. The exposed target gets fired upon by the gunman’s closest ranged ally and receives no cover bonus against the attack. If the shot is critical then the closest 2 ranged allies fire upon the target. Target must be behind cover and returns to cover after the shot is over.
Push Back, Charisma + CPB vs Wisdom + Sense, 1 Focus + 1 CP
The gunman fires in front of a target attempting to push it back 6’. If the target passes a melee ally they will be struck. If the target passes cover it is forced behind it and if it runs into a wall it can be trapped in a pinning situation. If the shot is critical then an additional target within 6’ can be corralled as well.
Pinning Shot, Charisma + CPB vs Wisdom + Sense, 1 Focus
The gunman fires a shot to force a target to huddle behind cover for an action removing it from combat. If the shot is critical then the target is trapped for 2 actions.
Assessment, Wisdom + CPB vs Wisdom + Sense, 1 Focus
The gunman looks over a target to access strengths and weaknesses it may have. If the assessment is critical it can read a special ability the target may use.
Suppressing Fire, Instant Ability, 1 Focus + 1 CP
The gunman lays down cover fire across a path to position an ally 6’ so they can attempt to flank or take cover.
Masteries among the gunmen are broken into classification that give them 5 additional abilities..
Melee Marksman, Passive Ability, CPB 1
The gunman is able to use pistols in melee range without gaining any penalties for it. They still gain the added damage.
Vital Shot, Attacker vs Defender, 2 Focus, CPB 2
The gunman wounds a target, causing +1d4 bleeding damage for 3 rounds.
Burst Suppression, Passive Ability, CPB 3
The gunman’s sturdy hands allow it to fire machineguns and sub machineguns without the difficulty to hit increases.
Stunning Strike, Attacker vs Defender, CPB 4
The gunman fires a shot that stuns the target, removes 1 action per focus up to stunning target for the round. Stunning shot does not carry over to a second round.
Signaling Shot, Charisma + CPB vs Wisdom + Sense, CPB 5
The gunman fires a marked round near a target to signal nearby allies to attack it. If successful an ally per focus within range will attack the target dealing normal damage. If the shot is critical then the allies deal combo damage instead.
Cover Artist, Passive Ability, CPB 1
The gunman’s training has taught them to make the most of cover. They gain 1d4 to defender rolls while behind cover.
High Ground, Passive Ability, CPB 2
The gunman gains a +3 bonus to abilities while they are on an elevation over their targets.
Escape Artist, Reactive Ability, 2 Focus, CPB 3
The gunman's defender roll gains an additional dexterity bonus when they are attacked while flanked or pinned. The gunman gets an escape movement if successful.
Bottling Shot, Charisma + CPB vs Wisdom + Sense, 2 Focus, CPB 4
The gunman fires a 6’ line in the ground to the side of a target or targets in an attempt to force them to move the opposite direction. If the targets enter melee range of an ally they are struck. If the targets pass cover they will take it and can be huddled to flanking or pinning situations. If the shot is critical they travel 10’ instead.
Institute Panic, Charisma + CPB vs Wisdom + Sense, 2 Focus, CPB 5
The gunman fires on a 6’ radius while in stealth to send all affected fleeing 10’ away from the epicenter of the attack. If critical the gunman retains stealth. Institute Panic requires stealth.