- 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.
- Their Defensive Number is 15.
- Shootists may use any Normal melee weapon (d8) 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 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. (Normally characters may only load, aim, or fire a firearm in a 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, instead of their Charisma, if that bonus is higher.
- At level 5, your level is also a number of Trick Shots you can perform in a day. Trick Shots can be used to:
- ignore one increment of Range penalties on a shot,
- roll your attack and damage simultaneously, sacrificing any amount of your damage result to add to your To Hit value to ensure a hit
- 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 Professionals 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. This effect stands apart from and in addition to any Trick Shots. 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|