Deadshot

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Deadshot (Major) by Primus

This handy power gives the hero unbelievable ability with thrown or ranged weapons. The character is able to use virtually any small object as a thrown weapon and will usually hit the target dead on. The character is also able to maximize his potential with guns, archery weapons, throwing knives, and shuriken. Beyond this, the character will be able to perform special ranged attacks such as using paired ranged weapons, attacking two targets at once, or throwing two knives with one hand and hitting two targets. Trick shooting is also included in this power including the ricochet, behind the back, the “scare shot”, and the quick toss.

Powers and Abilities

Character automatically gains the following skills:
W.P. Knife
W.P. Revolver
W.P. Bolt-action Rifle
W.P. Submachinegun
W.P. Semi- and Automatic Rifle
W.P. Archery and Targeting
The to-hit number for aimed shots is changed from 12 to 8, effectively giving a +4 bonus to aimed shots. This is in addition to other bonuses. Any penalties for small targets are cut by ½.

Below are abilities as gained at each advance in level.

Level 1: +1 to strike with ranged weapons (wild OR aimed) and +1 with thrown weapons
Level 2: +1 to strike with thrown weapons and Paired Weapons (special): The hero is able to fire two handguns at once. If they are being fired at the same target, normal strike bonuses apply. If firing at different targets (wild), no bonuses apply; however, if time permits aimed shots may be made at different targets (requires double the normal attacks and no other actions are possible) at only a -1 penalty.
Level 3: An additional +2 to strike when firing wild; 1 additional attack with ranged weapons; Quick toss- the hero is able to pick up and throw an object or weapon in one action rather than requiring two- this is done with all normal bonuses; no penalties. This does not apply to projectile weapons, just throwing knives, shuriken, sai, etc.
Level 4: An additional +1 to aimed shots and increase range on thrown weapons by 25%; Additional +1 to strike with thrown weapons; additional attack per melee with bows only; +1 to strike with archery weapons.
Level 5: Critical strike with thrown weapons on natural rolls of 17-20; additional attack per melee with thrown weapons. The Scare Shot- the character is able to perform an attack on the target that is so close to the skin of the victim that they may actually turn and run away. This shot does no damage, but can intentionally slice through clothing, clip a tie, pop a button, or even disarm the target without harming them. This shot has a horror factor of 17; if failed, the target will run away in fear. This also allows the hero to use a thrown weapon to pin the target to a wall, door, or other flat surface by their clothing or other worn items. It usually will take the victim 1D6 melee actions to pull free, but triple that if the victim fails their horror factor roll.
Level 6: To-hit number for aimed shots reduced to 7; One-handed double-knife throw- this ability allows the hero to throw two throwing knives, shuriken, or other small throwing weapons at once using only one hand; these can either be thrown at the same target (normal bonuses) or at two different targets (1/4 bonuses); takes one melee attack.
Level 7: Additional +1 to wild shot; additional attack with archery weapons and additional +1 to strike with archery weapons; +2 to strike with paired weapons; penalties for firing at separate targets with paired handguns eliminated- wild strike bonuses apply now.
Level 8: A natural roll of four or less is no longer an automatic miss- apply bonuses as normal; add one throwing weapon to the one-handed throw for a total of three- this also means an additional target can be hit if desired. If attacking two targets, two weapons will attack the primary target with normal bonuses and one will attack a secondary target (half bonuses. If attacking three targets, all bonuses are halved)- for example, the hero throws three shuriken; two can hit one target with the third hitting a second target, or all three can hit one target or even three separate targets.
Level 9: Hero can fire or throw from moving vehicles/horses with no penalty; additional +1 to strike with aimed shot; additional +1 to strike with thrown weapons and additional attack with thrown weapons
Level 10: Behind the Back- the hero is able to shoot or throw with amazing accuracy at a target behind his back without aiming. The character can perform a wild shot behind his back with zero penalties- quite the opposite, the character actually loses only half his wild shot bonuses. Character also receives a +2 to initiative bonus.
Level 11: Additional attack per melee with ranged weapons; Ricochet shot- the character is able to bounce projectile weapons off surfaces to hit a target. The ricochet shot is a very precise aimed shot that can bounce under cars, around corners, and even off body armor if desired. The shot is fired with normal bonuses to aim at first; however, for each additional bounce the projectile has to make in order to hit the target, a -3 penalty is assessed. For example, an attack that requires two bounces to hit the target would be rolled as a normal aimed shot (including all applicable bonuses) with a -6 penalty. Due to the skill of the hero, damage is not affected at all by the bounces. Requires two attacks to perform.
Level 12: To-hit number for aimed shots reduced to 6; additional attack with archery weapons; additional +1 to strike with paired weapons
Level 13: Hero is able to perform the one-handed multiple weapon throw as a paired weapon attack- meaning the hero can potentially attack up to six targets at once!
Level 14: Critical hit on 16-20 with ranged weapons; additional +1 to strike with aimed and wild shots
Level 15: Triple damage on critical strikes; add one weapon to single-handed weapon throw for a total of 4.

NOTE: Some bonuses will apply to more than one weapon. For example, bonuses that apply to ranged weapons will include ranged weapons, thrown weapons, and archery weapons. If firing paired handguns, bonuses would include those to ranged weapons, paired weapons, and wild or aimed bonuses (as applicable). The same applies for attacks per melee.