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Character Generation

 Steps

1.       Think of a Concept – who & what you are

2.       Pick your Origin: Core, Border, Frontier or Ship-Born, this determines your starting attributes and free skills

3.       Pick your Merit

4.       Pick your Flaw (optional, provides additional skill points as recompense)

5.       Determine your Hit & Luck Points based on your Origin and Merits/Flaws

6.       Pick your skills; you have 8 points, plus up to 2 points from having any Flaws chosen.

7.       Pick your gear. These are described later in this book.

Concept

The rules listed in this chapter help you describe your character in mechanical terms; how effective they are in combat, how good they are at fixing machines and the like. We recommend that players start with a brief summary of their character concept to help them add depth to their character before they start to worry about the numbers that represent them. This can be as brief as “Cocky Pilot”, “Genius Engineer” or “Core-world Surgeon” - or something a little more involved, like “A Brown coat veteran, disillusioned by the war and holding a grudge against the Alliance, buys a rickety old ship and forges his own path in an ever-shrinking ‘Verse.” Once you have that, the sections that follow will be a whole lot easier.

This is also a good time to start thinking about a name for your character. You don’t need to know it yet, but as we all know it is by far the hardest part of character creation, so you want to start thinking early...

Origin

This is where your character was born and raised. Some characters are proud of it, some try to hide it and some have been moving around for so long they can’t even remember, but everyone was born somewhere, and knowing where your character came from can tell you a whole lot about who they are and where they’re going.

The four origins are Core, Border, Ship-Born and Frontier, which are the three types of planets your character can come from, along with being born on ship. This is not set in stone - a Core origin may be more appropriate for a sheltered minor noble growing up on a planet that's technically in the frontier, or the Londinium slums might give your wise-ass brawler a Border origin. A list of recognised 'Verse planets and what these terms mean can be found in here: http://firefly.wikia.com/wiki/Main_Page

 Attributes

There are three main stats in the game

A character’s starting levels in Build, Sophistication and Schoolin’ depends on their origin.

Home World Build Sophistication Schoolin'
Core 1 2 2
Border 2 1 2
Frontier 3 1 1
Ship-born 1 1 3

Merits and Flaws can potentially alter these further.

Your skills (picked later) may have a prerequisite stat level in order to purchase, and it will cost you more to buy if you do not have the stat at the required level.

Sophistication also determines your starting credits – more details in the equipment and ships section


Merits

Everybody’s got a special talent, a little quirk that picks them out from the crowd. This is their Merit. Each player starts play with a merit which is selected from the list below. If you have an idea for a merit that you would like and that is not listed, send the plot team an email to discuss it.

The advantages a Merit provides may be lost or improved depending on a character’s actions within the game.

Merits Table

Merit Description
Assets You start each game with 250 extra credits
Benefactor Someone has taken a liking to you; you may call on them for aid when needed.
Book Smart +1 Schoolin’
Bankroller You have invested in someone else’s business and can expect regular goods/services/favours from it. Please give a brief outline of this to plot
Built like a Brick Outhouse +1 Build
Cortex Empathy The cortexer skill costs 1 less point per purchase. Please see the chapter on Skills for details.
Cortex Spectre There is no computer record of your existence; you are a ghost who cannot be tracked.
Fame Everyone knows your face and wants to be your friend.
High Falutin’ +1 Sophistication
Home Base You own a bit of property on some planet that you can use to store things, lay low or entertain guests.
Jaynes Town Somewhere out there is a shitty town where you are the hero! Please discuss this with our plot team
Just Won't Die Your death count is extended to 6 minutes
Mean Left Hook You gain the ability to make the Strike unarmed combat call in unarmed combat, even if you do not possess the Fist Fightin’ skill. If you gain the ability to make the Strike call through the aforementioned skills it upgrades to Double Strike.
Mechanical Empathy The mechanics skill costs 1 less point per purchase. Please see Skills for details.
Strong as an Ox You may use a rifle, shotgun or assault rifle in one hand; usually they must be wielded in two. Your exceptional strength may prove useful in certain situations. You may not dual wield two handed weapons however!
Stun Resistance Stun calls have less effect on you: ignore a Stun call once per day

Can't be taken with the Flaw Stun Vulnerable.

Tenacious You gain +2 Hit Points.
Wealth This merit means that points spend in the Investment skill is your own and does not need to be repaid.
Lucky +1 Luck Point. Fortune seems to smile upon you

 Flaw

Be sensible over your combos of Merits/Flaws/Skills and that they make logical sense (i.e. you are unlikely to have Assets and be Dead Broke).

Flaws may be 'awarded' for in game actions taken, and some could eventually be lost.

If you have an idea for a flaw not detailed here, run it past Game Team for approval.

The Point cost of a Flaw denotes its severity, so a Two point version of Debt will be worse than its One point counterpart.

1 Point Flaws

Flaw Description
Addiction You require an illicit or some other addictive substance on a regular basis or suffer the Shakes as below. This may have legal and social ramifications.
Agoraphobic You're a hardened space-farer through and through. Being dirtside and seeing the stars (without a hardened hull between) puts you on edge. Complicated actions take 50% longer to complete when not in flight/space and you're generally anxious when exposed on land.
Branded You have a visible brand signifying you as a convicted criminal, whether you were guilty or not. This brand must be phys-repped and located in an obvious and hard to conceal place, such as the face.
Infamy You are known to be trouble and will have a hard time getting folks to trust you.
Lightweight You are immune to the Snap out of it! Virtuoso skill
Mistaken Identity Could be you share the name of a wanted criminal, could be your face is somehow familiar.

Whatever the reason, folks are always getting you confused with someone else.

One of Those Faces You are memorable and find it hard to hide from those who are looking for you.
Permanent Injury -1 Hit point
Pernickety You are not comfortable unless everything is set just so. When not working in perfect conditions, complicated actions take 50% longer to perform.
Skipped School -1 Schoolin’ - if you end up with 0 Schoolin', you are functionally illiterate and should be roleplayed as such
Slow Healer You take twice as long to heal (this does not apply to surgery card timings)
Space Sickness Space flight causes you significant discomfort which must be roleplayed in appropriate situations. This can be dizziness, vertigo, headaches, stomach cramps, etc. Complex actions in flight/space environments take 50% longer. Vomiting is purely optional.
The Shakes You suffer from the Shakes. Every second shot fired is BANG and you must roleplay calming of the nerves before conducting complicated actions such as cortexing or surgery.
Thug -1 Sophistication – if you end up with 0 Sophistication, you have little in the way of charm and social skill and should frequently roleplay getting yourself into hot bother.
Unlucky -1 Luck point. Bad fortune seems to find you easily
Weedy -1 Build – if you end up with 0 Build,you are extremely weak bordering on physically fragile. This should be roleplayed appropriately.

One or Two point Flaws

Flaw Description
Debt You owe some folks a lot of money and they expect regular payments else they’ll come to collect. This is equivalent to having a level of the Investment skill, but you don’t get the money.
Wanted Ref Discretion.Some level of government or law enforcement or other powerful individual or group wants to take you down and they aren’t going to stop chasing you till they do
Deadly Enemy You’ve got on the wrong side of someone who’d like to see you dead as a doornail.

2 Point Flaws

Flaw Description
Bleeder Your death count takes 4 minutes to complete
Combat Paralysis Your nerve is shot and you just can’t handle yourself under fire. When in combat you may make no action other than to run to cover until the fight is over. You cannot even act to apply first aid to your friends.
Dead Broke You start with the clothes on your back and only one small weapon. No starting cash or further equipment allowed. You may never take the Investment skill or Card Shark Virtuoso and find your ability to earn money is severely diminished.
Glass Jaw Take double damage from Strike calls
Illiterate You cannot read/write nor can you learn computer literate. Schoolin’ counts as 0 for buying skills.
In the Wars You have an old injury which results in you being unable to run, you may be blind or have another major physical disability. Please provide some description of your injury in your character background. Please be sensitivity with your portrayal of this if you do not OOC have the intended disability.
Mute You cannot talk loudly or often.
Slow Learner Something about the way you think means new ideas don’t sink in too well. When learning skills in downtime it takes two additional months regardless of whether you are tutored or not.
Stun Vulnerability You take increased effect from Stun weaponry. You spend five minutes unconscious rather than one if knocked out by a Stun call.

Can't be taken with the Merit Stun Resistant.

Ugly as Sin Your character is so hideously scarred or deformed that it makes children cry, must be phys-repped.

Hit Points

All players start with 3 Luck Points unless Merit/Flaw/Virtuoso says otherwise.

Your hit points are, fairly obviously, how many times you can be hit, shot, or otherwise beaten up before you fall over. When your hit points are above 0, you may be battered and bruised but you're otherwise good to go. Below this, and you're in danger of serious, or even fatal, injury.

Your starting hit points are set by which Origin you pick, but can be changed by certain merits and flaws, the tough skill, and the use of armour.

Home World HP
Core 3
Border 4
Frontier 5
Ship-born 3

Skills

You have eight points to spend on skills with a max of two additional if you have taken the relevant level of flaws. You also get some skills free, or at reduced cost, depending on your Origin. Skills that are free still count towards the maximum number of times you can take them for skills restricted in such a manner.

 
Home World Skills
Core Computer literate, Knowledge [X], Navigation, Shuttle
Border Fist fightin’, Computer Literate, Pistols, First Aid
Frontier Fist fightin’, Survival, Rifles at 1 point cheaper, Endure
Ship-born Navigation, Shuttle, Mechanic

The cost of each skill is listed along with the prerequisite stats you need to have it. If you do not have the prerequisite stats then you can still buy the skill, but it costs you one more point per level you are missing.

If the prerequisite is another skill, you MUST have this in order to buy it. This is to designate certain skill sets as a 'tree' to work through.

For example, Armour [Heavy] has a prerequisite of 3 Build, Armour [Medium] and a cost of 3 points. A character with 3 Build can buy the skill for 3 points but a character with 1 Build must pay 5 points for it and both would need to know Armour [Medium] first.

Once you have attended an event, you may opt to train up more of these Skills or more specialised Virtuoso Skills further, as documented in the Downtime section.

A skill marked with an asterisk (*) may be purchased multiple times for potential cumulative effects.

A skill marked with a ~ indicates that this skill must be taught by another player at some point if learnt in Downtime.

A skill marked with + is counted as a complicated action if used and must end (and be restarted from scratch) if interrupted. Some situations may make these skills take longer to carry out.

Note: Membership skills are mutually exclusive; you cannot purchase more than one.

One Point Skills

 
Skill Prerequisites Description
Computer Literate~ 2 Schoolin’You can competently operate a computer and access information on the Cortex.
Conceal None You may conceal a small weapon (dagger or pistol) or other item about your person. Physical searches of your person will not reveal the weapon or item. During downtime you may conceal several small items or a single large item (e.g. a crate) on board the ship in which you travel without need for a smuggler’s hold. Searches of the ship will not reveal the items.
Cortexing Specialisation[X]* Cortexer, You have reached a sufficient level of proficiency in Cortexing to begin specialising in a particular area. Characters may take the Cortexing Specialisation skill as many times as they have points in Schoolin’ & Sophistication. Thus, a character with 2 Schoolin’ and 2 Sophistication may take the Cortexing Specialisation skill four times. Specialisations can reduce the difficulty of relevant tasks, allow certain actions or produce better results than just having the skill mechanic skill alone. Specialisations can be chosen in the same manner as knowledge skills but represents experience in the field rather than learned knowledge. You can make up your own specialisation, and the plot team will do their best to put this into scenarios. Some previous examples have been: security, communications, brute force hacking, leaving no traces, etc.
Endure 3 Build You are used to harsh circumstances, and may ignore the effects of pain for 10 minutes. This means you can ignore falling unconscious at -4 Hit Points and can stagger, but make no other actions. When suffering grievous wounds, extreme conditions, etc. you may roleplay pushing on through the discomfort. You may also act during a Covering/Heavy Fire call but you will take damage as described in the Combat Section.
Escape Artist~ None You are used to avoiding slavers, lawmen or just trouble in general. If bound by rope or handcuffed, you may escape the bonds. Roleplay struggling for 2 minutes then you may remove the bonds and act normally.
Faith Member~ 2 Schoolin’ You are a Shepherd or equivalent of your chosen faith (commonly Christianity or Buddhism) possess the relevant identification papers, Holy Scriptures and can gain access to their facilities. You may also receive instructions and information from your faith during play or downtime. In-character actions will influence your standing within your faith and may lead to promotion or exclusion. Note: As you will be roleplaying a member of a real-world religion you are expected to be respectful to any beliefs that may not be your own and try not to cause out-of-character offence.
First Aid 1 Schoolin’ Allows you to pause the bleed time of a character for five minutes. You may not perform this skill whilst a patient is being Stabilised by a doctor/surgeon. Note: In order to do so the First Aider must remain in contact with the patient and take NO OTHER action. First Aid can be used on yourself as long as you are conscious.
Fist Fightin’ 2 Build You may make the Throw or Strike calls as described in the combat section under Unarmed Combat.
Investment* None An investment is a credit agreement with an organisation or individual that the character knows; the money is intended to be used on large scale items that will turn a profit (such as a ship or medical bay) for the character to repay the investors over time. Investment money cannot be used to purchase basic equipment without good reasoning. Each point of Investment purchased increases the size of the investment, 2000 Credits per point.

Multiple characters may combine their investments to produce a greater overall sum. This could be used to buy a ship for example. Investors will expect repayment eventually, typically with 10% interest total. You can choose to pay this gradually or in a lump sum.

Knowledge* [X] 1 Schoolin’You have a professional knowledge in [X] area (e.g. Accounting, Literary Criticism, Demolitions, Gunsmithing.) While this is mainly a roleplaying and downtime skill, there are certain situations when a character with an appropriate knowledge skill may succeed at a task that a character without the skill would fail at. Please advise a Ref if you think this is the case if they haven't already done so during relevant scenarios.

If you wish to create anything during downtime, from works of art to pipe bombs (which some folks might argue are the same thing), you will need the appropriate Knowledge skill to do so. Use your imagination!

Martial Arts~ 2 Build and 2 Sophistication You may use the special calls Throw, Grapple, Break and Disarm three times a day each in unarmed combat as described in the Unarmed Combat section of the rules.
Mechanic Specialisation* [X] Mechanic*~ You have reached a sufficient level of proficiency in Mechanic to begin specialising in a particular area. Characters may take a Mechanic Specialisation skill as many times as twice the points they have in Schoolin’. Thus, a character with 2 Schoolin’ may take the Mechanic Specialisation skill four times. You can take a different one, or the same one, each time, it’s up to you.

Specialisations can reduce the difficulty of relevant tasks, allow certain actions or produce better results than just having the skill mechanic skill alone. Specialisations can be chosen in the same manner as knowledge skills but represents experience in the field rather than learned knowledge. You can make up your own specialisation, and the plot team will do their best to put this into scenarios. Some previous examples have been: demolitions, salvage, engineering, jury rig etc.

Melee [One-handed] None You may use a dagger, club, machete or other similar weapon in combat as described in the combat section under Melee Combat. One-handed melee weapons do a single point of damage, which comes directly off a characters hit points and does not soak on luck points. You will need appropriate Virtuoso skills to call for Stun damage in Melee combat.

Note: If you have this skill and use a sword phys-rep, you hit for Single, but cannot use any of its special abilities unless you have the Sword skill as documents below.

Navigate~ 2 Schoolin’ You have knowledge of how to read maps, star charts and how to plot a course to take advantage of gravitational wells and local circumstances. A ship with a dedicated Navigator has 20% lower running costs in downtime.

You May only have one Navigator active per ship, others with the skill will not be counted towards the upkeep reduction.

Open Lock None You may bypass simple mechanical locks such as those found on doors, chests and handcuffs and electronic locks as found on security doors and cases.

Note: You may only open the locks on handcuffs you can see and access without restriction, you may not open the locks on handcuffs attached to your own hands unless one hand is free. This skill requires a suitable lock-pick phys-rep to use and Ref supervision

Pistols None You may use a pistol in combat to do Single as described in the combat section under Ranged Combat.
Shuttle~ 2 Schoolin’ You are trained in the basic skills for flying a small shuttle in atmo. This also covers small land and hover based vehicles such as Mules.
Survival 1 Build and 1 Schoolin’ You are familiar with navigating the wilderness and making best use of your environment. Survival allows for a degree of direction sense, map-making, acquiring food in a rural environment, tracking, trap making and general bush craft.

This may be phy-repped by survival boxes, which will be orange painted boxes that you can open if you have the skill to find out relevant information about the area, or by ref interaction.

Thrown Weapons None You may use throwing weapons and thrown grenades in combat as described in the combat section under Explosives.
Tough* 1 Build You gain an additional hit point. For example, a standard Core-world character has 3 hit points, and the same character with Tough has 4. If they purchase Tough twice they have 5.

You may purchase this skill as many times as you have points of Build.

Two Point Skills

 
Skill Prerequisites Description
Armour [Light] 1 Build You may wear light armour such as high-impact weave which will provide +2 hit points in combat. To benefit from this skill, you must wear an appropriate phys-rep.

Armour damaged in combat must be repaired to be reused. See the repairing armour section after combat for more details.

Bow None You may use a bow in combat as described in the combat section under Projectile Combat.
Cortexer~ Computer Literate, 2 Schoolin’ and 2 Sophistication You may re-program computer systems and programs and bypass simple computer security systems. This is covered in more detail in the Cortex section. Characters may take the Cortexer skill multiple times and this is capped at the character’s Schoolin’. Thus, a character with 2 Schoolin’ may take the Cortexer skill twice.

The first time you buy this skill it gives you 3 cards. Subsequent purchases give you 2 cards.

Gang Member~ None You are a member of a gang and can gain access to their facilities. You may also receive contracts and information from your gang during play or downtime. In-character actions will influence your standing within the gang and may lead to promotion or exclusion.

Lawmen on various planets will be wary of your presence or attempt to ‘bring you in’ if you are not careful to whom you reveal your gang membership.

Mechanic*~ 2 Schoolin’ You may fix up components from wrecked vehicles, jury rig broken devices to work and construct usable devices given the proper components. You may also check if components you wish to purchase or have been given are operational or of usable quality. You will get 3 mechanics solution cards – you can choose these yourself from the mechanic’s cards list.

Each additional purchase provides you with 2 additional cards. Characters may take the Mechanic skill as many times as twice the points they have in Schoolin’ (e.g. a character with 2 schoolin’ may take the skill 4 times).

Melee [Two-Handed] Melee [One-handed] and 2 Build You may use a large spade, snooker cue, wood axe or other similar weapon in combat as described in the combat section under Melee Combat. You may choose to make the call double when using a two handed weapon, and the damage comes directly off a character's hit points and does not soak on luck points.
Paramedic First Aid and 2 Schoolin’ Allows you to stop someone bleeding for 10 minutes and you may move them whilst doing this if you wish. Note: In order to do so the Paramedic must remain in the close vicinity of the patient, for example touching them, using a stretcher or similar.

You may not perform Paramedic on yourself without the appropriate Virtuoso skills and the pause ends if you are interrupted. You may not perform this skill whilst a patient is being Stabilised by a doctor/surgeon.

Pilot~ Shuttle You may fly a ship. A ship will only operate in downtime if it has a pilot on board. During game time you have the relevant knowledge on how to operate a ship.
Research* [X] Knowledge* [X] and 2 Schoolin’ You are very proficient in a specialist area [X] and may find out information which is not currently available to you, representing essentially delving even further into an area than the Knowledge skill.

You must have an appropriate Knowledge skill to support your Research and explain how you intend to pursue your enquiry. This can be done in character and in downtime.

Rifles/Shotguns None You may use basic non-automatic rifles and/or shotguns in combat to call Double as described in the combat section under Ranged Combat.
Swords 2 Sophistication You can opt to call for Double when striking with a one-handed sword but may also call Disarm, as the Martial Arts skill, up to three times per day using the sword to tap the upper arm carrying the weapon.

As with standard melee weapons, all damage caused by swords comes directly off a character’s hit points.

Three Point Skills

 
Skill Prerequisites Description
Armour [Medium] 2 Build You may wear medium armour such as flak or bullet-proof vests which will provide you with +3 hit points in combat. To benefit from this skill, you must wear an appropriate phys-rep.

Armour damaged in combat must be repaired to be reused. See the Mechanic/Armoury Sections for details. Medium armour needs more time and some specialist skill to repair.

Assault Weapons~ None You may use basic automatic weaponry in combat to call Double and also to make the Covering Fire call 3 times a day as described in the combat section under Ranged Combat,.
Charm Guild Member [Companions] You are well schooled in the arts of manipulation, and people go out of their way to please you. 3 times a day, after 5 minutes of uninterrupted conversation with someone, you can ask them to do something with the phrase ‘please would you kindly…’ and they must make all reasonable efforts to carry out your request.

This is not a supernatural ability, and you cannot persuade people to kill themselves, their friends or crew, or a Faith Member to act contrary to the tenets of their faith. Examples of things you could do include getting the truth out of someone, persuading a guard to leave their post, steal something for you, etc.

Forensic Analysis *~+ 2 Schoolin’ Allows combination use of other skills and appropriate knowledges to detect forgeries and examine evidence.
Forgery*~+ 2 Sophistication Allows combination use of other skills and appropriate knowledges to create forgeries.
Further Research Research* May use downtime to expand on or probe deeper into a line of research.

You must have an appropriate Knowledge skill to support your Research, if you do not you may enlist others to help you. Ensure you explain how you intend to pursue your enquiry and who is assisting you.

Guild Member~ [X] 2 Sophistication You are a member of a legal guild (Aside from the Guild of Companions), possess the relevant identification papers and can gain access to their facilities. You will be expected to work for them as a normal employee/member would.

Once per event you may call upon a relevant favour from your guild. This must be appropriate for the chosen Guild and could be anything from a Cargo, Knowledge of the location of a salvageable wreck, Legal Representation or access to medical facilities. In-character actions will influence your standing within the guild and may lead to promotion or exclusion. Examples include the Bounty Hunters, the Alliance Trade Union and Alliance Interplanetary Salvage Corps. Please ask the game team for more details.

Guild Member~ [Companions] 3 Sophistication A Companion will be provided with opportunities to entertain a client where appropriate, which does not necessarily include sexual contact – Companions are also often hired for accompanying clients to posh soirées, as negotiators and advisers, who are trusted to keep information confidential and have the necessary intelligence, wit and charm to get your point across, or simply for the pleasure of their conversation and company.

If the contract does involve any physical sex work, we would remind you that this should not be phys-repped. As per normal Guild Membership, once per event you may call upon a relevant favour from your guild. Alternatively, you may call upon a favour appropriate to any client you have had this event, assuming that the appointment went favourably. Note that in the 'Verse, a semi-rival Lotus Leaf Companions Guild has now been formed in addition to the original. This is a player-led group and will need discussing with them if you wish to join – we can put you in contact with them if you would like this.

Lucky Star+ Guild Member [Companions] You are able to restore people’s Luck Points. You do this with 5 minutes of sustained interpersonal roleplay per point. You can do one point at a time, you don’t have to do them all at once.

‘Sustained interpersonal roleplay’ is quite open, and purposely so. Companions are at heart social characters, and good at talking things through with people, taking their minds off their troubles, building self-esteem, etc., as well as any kind of sex work. So whilst you are able to roleplay this (not phys-repping it!) if both players are comfortable with it, this is not the only option. More examples are found in the Recovery section. Characters are free to charge or not for this service. It may be a traditional 'meeting' in private, or out in the open.

Medicine~+ Paramedic and 2 Schoolin’ You can stabilise wounded characters at -3 hit points or above, stopping their bleeding (and losing more hit points) with 5 minutes of suitable roleplay.

With access to proper medical facilities, you may also treat characters that have contracted diseases or other illnesses. Appropriate medical phys-reps are required in order to use this skill. Please see the Medicine section for more details.

Four Point Skills

 
Skill Prerequisites Description
Armour [Heavy] Medium Armour and 3 Build You may wear heavy armour such as carapace armour vests which will provide you with +4 hit points. To benefit from this skill, you must wear an appropriate phys-rep.
Surgery~+ Paramedic and 3 Schoolin’ You may operate to Stabilise and stop the bleeding of a patient on their -4 death count, using the Surgery pack of cards which will be given to you on your first event.

You may also be able to operate in more novel ways such as cybernetic enhancements with the right equipment and secondary skills. Please see the Medicine section for more details.

Five Point Skills

 
Skill Prerequisites Description
Heavy Weapons~ 3 Build You may use heavy automatic weapons, rocket launchers, etc. in combat as described in the combat section under Ranged Combat. While Light Machine Guns can be used directly in combat to call Triple, other weapons such as Rocket Launchers and grenade launchers will need a ref to use.

These weapons are not fully described in the combat section and possession of this skill does not guarantee ownership of a heavy weapon or ammunition for it. You should inform the game team if you are intending to bring a heavy weapon to an event.

Sniper~+ Rifles/Shotguns and 2 Schoolin’ You may use sniper rifles in combat to call Quad as described in the combat section under Ranged Combat.

The possession of this skill does not guarantee ownership of a sniper rifle nor ammunition for it. You should inform the game team if you are intending to bring a sniper rifle to an event, and speak to a ref if you want to use it in a specific way e.g. set up from cover.

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