4. Other Bonuses: Add 2D6 S.D.C., +2 to save vs. Horror Factor, +3 to save vs. any kind of Possession or Mind Control (including psionics, magic and drugs). They are usually very perceptive and constantly on the look out, +2 on all Perception rolls.
The Sniper O.C.C. & N.P.C. Villain
Alignments: Selfish and Evil only. Even those with noble intentions and a just cause still make a living by killing people. Those who are honorable (sort of anyway) will only take out those that they believe "deserve it". Those who are not will kill anyone with little regard for innocent bystanders or collateral damage.
Attribute Requirements: I.Q. of 12 or better, P.E. of 12 or better, and a M.E. of 17 or better. Anything less would be of little use in this high risk/high stress workplace.
Racial Restrictions: Dragons and other creatures of magic, master psionics and supernatural beings (demons etc.) cannot select this specialized O.C.C. nor can partial or full conversion cyborgs, androids or robots.
Player Character Note: This is a tough one to use because of the highly specialized nature of the O.C.C.. The character is likely a lone-wolf type that sees little need for group dynamics. More importantly they are a detriment to his way of life. A large number of people stomping through the woods is nowhere near as effective as a single man.
O.C.C. Skills:
Speaks Native language + one of choice at 95%
Recognize Weapon Quality (+20%)
Concealment (+10%)
Detect Concealment (+10%)
Detect Ambush (+10%)
Camouflage (+10%)
Prowl (+5%)
Math: Basic (+5%)
Intelligence (+5%)
Electrical: Basic (+10%)
Radio: Basic (+10%)
Radio: Surveillance/Tailing (+10%)
Wilderness Survival (+10%)
Land Navigation (+10%)
Lore: Choose 1
General Athletics
W.P. Bolt Action Rifle
W.P. Automatic/Semi-Automatic
W.P. Energy Rifle
W.P. Modern: One of choice
W.P. Ancient: One of choice
Hand to Hand: Expert
Hand to Hand: Expert can be changed to Hand to Hand: Martial Arts or Assassin for the cost of two O.C.C. related skills, or to Commando (See Rifts: Coalition War Campaign) for three skills.
O.C.C. Related Skills: At first level the character can select six "other" skills, plus one additional skill at levels 2, 4, 6, 8, 10, 12 and 14. All new skills start at level one proficiency.
Communications: Any (+5%)
Cowboy: None
Domestic: Any
Electrical: Computer Repair Only
Espionage: Any (+10%)
Mechanical: Basic Only (+5%)
Military: Any (+5%)
Physical: Any except Gymnastics (+5%)
Pilot: Any
Pilot Related: Any
Rogue: Any (+5%)
Science: Astronomy, Biology, Botany, and Chemistry only
Technical: Any (+3%)
Wilderness: Any (+5%)
Weapon Proficiency: Any
Secondary Skills: The character also gets to select an additional eight secondary skills from the list above, excluding those marked "None", plus two at levels 3, 5, 9, and 14. These are additional areas of interest and knowledge do not get the advantage of the bonuses listed in the parenthesis. All secondary skills start at the base skill level.
Standard Equipment: One suit of medium M.D.C. body armor (50 to 80M.D.C.) often black or camouflage, a silencer for the rifle, Laser Distancer, tinted goggles or sunglasses, set of dress clothes, pocket language translator, flashlight, multi-optics band, high powered binoculars (x100 magnification), portable tool kit, cigarette lighter, survival knife or hatchet, utility belt, knapsack, M.D.C case for rifle (25M.D.C.), back pack, Northern Gun Survival package, 10foot square of camouflage netting (+10% concealment), air filter, 1D6 weeks rations, 2 canteens, and personal effects. Weapons include one Mega-damage rifle with single shot capabilities for sniping and a very powerful targeting scope; also the greater range the better. The most popular would be the JA-11 and JA-12 models. This is the Sniper's livelihood and will be treated with tremendous respect. When not actually in the owner's hands it will be stored in a waterproof Mega-damage case to prevent any incidental damage. Next would be a small sidearm as a back up and a vibro-blade or nuero-mace. 1D6+2 reloads for each weapon, and 1D4 smoke grenades or flares for distractions.
Additional Equipment: Hand grenades, magic items, special weapons, vehicles, etc., must be acquired by the character at a later time.
Money: Starts with 3D6x100 worth of tradable goods and 1D4x1000 in credits. Snipers live high on the horse and tend to spend money as quickly as they earn it. Money funnels quickly into better armor, weapons, or good times when not working.
Cybernetics: Most tend to shy away from augmentation unless necessary. Those implants that will be considered would probably either enhance vision or hearing with bio-systems preferred for missing limbs.
This page has been visited times.