Marksman
Difficulty: ★ Easy
Rifle shouldered and ready, coolly and professionally sweeping your weapon and gaze from side to side as you advance, you are the iconic infantryman and a cornerstone of modern military forces and armed government agencies. You are equally at home in the untamed countryside and the dirty block-by-block landscape of urban combat.
In your story, a Marksman could be…
• A hardened mercenary undertaking covert paramilitary ops for the highest bidder.
• A SWAT team member leading the way boots-first into the suck.
• A cold-blooded vigilante seeking revenge against the crime family that destroyed their life.
• A covert operator with a classified dossier brimming with [mission accomplished] stamps.
• A ruthless underworld triggerman known for his terrifyingly keen aim.
In your story, a Marksman could be…
• A hardened mercenary undertaking covert paramilitary ops for the highest bidder.
• A SWAT team member leading the way boots-first into the suck.
• A cold-blooded vigilante seeking revenge against the crime family that destroyed their life.
• A covert operator with a classified dossier brimming with [mission accomplished] stamps.
• A ruthless underworld triggerman known for his terrifyingly keen aim.
You may gain the ability to claim a Battlefield Talent mid-game, so be sure to be familiar that Talent tree
Power: Firefights
Once the bullets start flying, everyone wants to be your friend.
Party Role: Ranged/Backer
While a premier fighter able to dominate most firefights, the Marksman also emphasizes squad tactics, working with other specialists to accomplish a wide range of missions beyond simply seizing ground and putting the enemy to rout.
Building a Marksman
Dip into Marksman for a quick shot of military or paramilitary training. Commit to Marksman to hone your entire team to a razor edge able to survive and triumph when the shooting starts.
Class Features
Requirements: You must have an Archery, Sidearms, or Longarms weapon proficiency or one of their focuses.
Favored Attributes: Precision Max Luck per level: 8 + Determination modifier Skill Ranks per level: 4 + Cunning modifier Class Skills: Athletics, Stealth, Survival, Tactics, Vigilance
Class Abilities
Boot-Camp: (prologue) Before spending your skill ranks for this level, you gain 1 rank in each of the 5 Marksman Class Skills. You gain 5 Fervor when you spend a Twist to confirm a critical hit or reroll an attack roll, or 10 Fervor if you are spending your last Twist.
Door Kicker: At Level 1, you learn sign language and your attacks with ranged weapons ignore the penalties for being engaged and cannot be redirected.
You gain 2 Ruthlessness on all of your attacks during surprise rounds and the first normal round of each combat.
(Your attacks against characters who are flanked or reckless gain +1 damage and while rolling to confirm a critical hit they gain +1 Threat Range.)
Hard Targets: When the dust settles, your guys are usually the ones still standing. At Levels 2 and 11, you and your teammates able to see or hear you gain a +2 Teamwork bonus to Defense and to checks to avoid Feint attempts or ambushes.
Superior Precision: At Levels 3, 9, and 15, you gain an additional Talent from the following list: Battle Hardened, Insightful by Design, Like a Hawk, Poetry in Motion, or Polished Performance. You may select each Talent only once. If no choices remain, you gain +1 Precision and +1 to your lowest Attribute instead.
(Each of these Talents provides a +1 to Precision and +1 to a different second Attribute.)
Stay the Course I: Your fierce motivation has seen you through terrible times. At level 4, you may spend a Full Action to give 4 Fervor to yourself and all of your teammates in verbal or visual contact with you.
Stay the Course II:At Level 8, this increases to 7 Fervor.
Stay the Course III: At Level 12, this increases to 10 Fervor.
Marksman Talent: At Levels 5, 7, 9, 11, 13, and 15, you gain an additional Battlefield or Ranged Combat Talent.
Seize the Moment: At Levels 6 and 12, once per session, you may interrupt another character’s turn or action, taking 1 action before their action resolves. Your action is so abrupt it does not trigger readied actions or cost you actions from your next turn. If the character can no longer perform the triggering act, they lose that action rather than choosing a new action.
Best of the Best: At Level 10, once per character per scene when you or a teammate who can see or hear you make a skill check, they may apply the highest available skill bonus among you or your teammates who can see or hear you.
“Go, go, go!”: In any crisis seconds are precious - and you know how to squeeze the most out of them. At Level 14, each round you or a single ally of your choice in verbal or visual contact with you may take an additional aim, standard move, handle item, or reposition action during their turn. No character may gain more than a single additional action per round from this ability.