Hunter

The hunter is a wilderness ranger, with keen senses and wastelands savvy.

The Scouts are a loose affiliation of explorers dating back centuries. They travel between settlements, sharing news and stories and helping out where they can. Claim to Hospitality can get you into settlements where others would be treated with suspicion, and Contact Group lets you call on other scouts for information and advice. A Code of Honor is nearly obligatory. Outdoorsman makes a lot of thematic sense. The Scouts page has more information relevant for picking traits for playing a Scout.

The Sniper kills foes from afar. Night vision can offset penalties for bad lighting, and Single-Minded useful for long vigils. You may want to invest in a really good rifle and buy Signature Gear for it. Peripheral Vision can save you from the humiliation of being out-stealthed.

The Sojourner is a guide to his friends, finding quick and safe routes to their destinations. The Sojourner is more IQ based than most Hunters, so may want to consider buying that up. Absolute Direction gives a wonderful +3 to Navigation. Outdoorsman adds to quite a few of your key skills, so is probably worth it.

The Survivor is all about surviving, no matter what happens. Outdoorsman is vital for a lens so focused on the survival skill. Breath holding, DR, Resistant, extra RP or HP, Danger Sense, Hard to Kill and many other advantages help you survive. Lifting ST means you can carry more food, water and armor on your travels to help get to through the badlands.

The Vanguard sneaks ahead of their allies, making sure the way ahead is clear. Perception is key to spotting dangers, and Danger Sense useful whenever Perception alone is not enough. DX is generally useful too. A high basic move makes it easier for you to roam ahead as you please.

Attributes:
Strength (ST)1 11 [10]
Dexterity (DX)2 12 [40]
Intelligence (IQ)3 11 [20]
Health (HT)4 12 [20]
Secondary Characteristics:
Damage: Thr:5 1d-1, Sw:6 1d+1
BL7 24 lbs;
HP8 11 [0]; Will9 11 [0]; Per10 13 [10]; FP11 12 [0]; RP12 11 [0];
Basic Speed13 6.00 [0]; Basic Move14 6 [0].

Advantages:

  • 20 points chosen from among:
    • DX +1 [20],
    • IQ +1 [20],
    • Per +1 or +2 [5 or 10],
    • Fit [5] or Very Fit [15],
    • Outdoorsman15 1 or 2 [10 or 20].
  • Another 25 points chosen from among the previous traits or:
    • RP +1 to +12 [1/level],
    • Basic Move +1 or +2 [5 or 10],
    • Absolute Direction [5],
    • Acute Senses (any) [2/level],
    • Animal Empathy [5],
    • Animal Friend 1-4 [5/level],
    • Breath Holding 1 [2],
    • Claim to Hospitality (old friend or scouts) [1 or 5],
    • Contact Group (Scouts; Quite Often Available (12-), Somewhat Reliable, Scout Skills-12) [10],
    • Combat Reflexes [15],
    • Common Sense [10],
    • Danger Sense [15],
    • Deep Sleeper [1],
    • DR 1 or 2 (Tough Skin) [5 or 10],
    • Favor [Varies],
    • Gunslinger [25],
    • Hard to Kill 1-3 [2/level],
    • Hard to Subdue 1-3 [2/level],
    • High Pain Threshold [10],
    • Improvised Weapons (any) [1],
    • Intuition [15],
    • Less Sleep 1-4 [2/level],
    • Lifting ST 1-2 [3/level],
    • Night Vision 1-3 [1/level],
    • Outdoorsman 3-4 [10/level],
    • Peripheral Vision [15],
    • Plant Empathy [5],
    • Rapid Healing [5] or Very Rapid Healing [15],
    • Resistant to Disease (+3) or (+8) [3 or 5] or Immunity to Disease [10],
    • Serendipity 1 [15],
    • Signature Gear [1/item],
    • Single-Minded [5],
    • Temperature Tolerance 1-3 [1/level],
    • or spend points to start with additional gear (p. 28).

Disadvantages:

  • -20 points chosen from among
    • Bloodlust [-10*],
    • Callous [-5],
    • Charitable [-15*],
    • Code of Honor (Pirate’s, Soldier’s or Scout's) [-5, -10 or -10 respectively],
    • Cowardice [-10*] or Overconfidence[-5*],
    • Loner [-5*],
    • Lunacy [-10],
    • Pacifism (Cannot Harm Innocents) [-10],
    • Sense of Duty [Varies],
    • Stubbornness [-5].
  • Another -25 points chosen from among the previous traits or:
    • reduced Basic Speed [-5/-0.25],
    • Clueless [-10],
    • Delusion (“The outdoors is always safer than in a building!”) [-10],
    • Greed [-15*],
    • Impulsiveness [-10*],
    • Intolerance (City-dwellers) [-5],
    • Lecherousness [-15*],
    • Light Sleeper [-5],
    • Low Empathy [-20],
    • No Sense of Humor [-10],
    • Oblivious [-5],
    • Paranoia [-10],
    • Phobia (Crowds) [-15*],
    • Shyness [Varies],
    • Stuttering [-10].

Disadvantages marked with a * can be bought at different point values depending on self-control number (see pg 120 in the basic set).

Primary Skills:

  • Camouflage (E) IQ+1 [2];
  • Scrounging (E) Per [1];
  • Survival (any terrain type) (A) Per+1 [4].
  • One of
    • Crossbow (E) DX+3 [8];
    • Guns (Rifle) (E) DX+3 [8];
    • Bow (A) DX+2 [8];
  • One of the following 16-point packages:
    • Scout:
      • Area Knowledge (any) (E) IQ+2 [4];
      • Public Speaking (A) IQ [2];
      • Current Affairs (Regional) (E) IQ+2 [4];
      • Three of:
        • Cartography (A) IQ [2];
        • Climbing (A) DX [2];
        • Engineer (Rope and Wood16) (H) IQ-1 [2];
        • English: Spoken (Accented)/Written (None) [2]
        • First Aid (E) IQ+1 [2];
        • Hiking (A) HT [2];
        • Knot Tying (E) DX+1 [2];
        • Navigation (Land) (A) IQ [2];
        • Survival (second specialty) (A) Per [2];
        • Teaching (A) IQ [2];
        • Spend 2 points for +1 to Public Speaking.
    • Sniper:
      • Climbing (A) DX [2];
      • Shadowing (A) IQ+1 [4];
      • Stealth (A) DX+1 [4];
      • Spend 2 points for +1 to Camouflage and 4 points for +1 to primary weapon skill.
    • Sojourner:
      • Area Knowledge (any) (E) IQ+1 [2];
      • Cartography (A) IQ [2];
      • Navigation (Land) (A) IQ+2 [8];
      • Survival (second specialty) (A) Per [2];
      • Hiking (A) HT [2];
    • Survivor:
      • Naturalist (H) IQ+1 [8];
      • Two additional specialties of Survival, both (A) Per [2].
      • Either
        • Tracking (A) Per+1 [4];
        • Traps (A) IQ+1 [4];
    • Vanguard:
      • Observation (A) Per [2];
      • Stealth (A) DX+2 [8];
      • Tracking (A) Per+1 [4];
      • Traps (A) IQ [2];

Secondary Skills:

  • Two of
    • Axe/Mace (A) DX [2];
    • Blowpipe (H) DX-1 [2];
    • Bolas (A) DX [2];
    • Boxing (A) DX [2];
    • Brawling (E) DX+1 [2];
    • Broadsword (A) DX [2];
    • Guns (any not yet chosen) (E) DX+1 [2];
    • Knife (E) DX+1 [2];
    • Lasso (A) DX [2];
    • Net (H) DX-1 [2];
    • Shortsword (A) DX [2];
    • Spear (A) DX [2];
    • Spear Thrower (A) DX [2];
    • Staff (A) DX [2];
    • Throwing (A) DX [2];
    • Thrown Weapon (any) (E) DX+1 [2];
    • Wrestling (A) DX [2];
  • Five of the previous skills or:
    • Acrobatics (H) DX-1 [2];
    • Animal Handling (any) (A) IQ [2];
    • Armoury (Missile Weapons or Small Arms) (A) IQ [2];
    • Boating (any) (A) DX [2];
    • Disguise (Animals) (A) IQ [2];
    • Driving (any) (A) DX [2];
    • Mimicry (Animal Sounds or Bird Calls) (H) IQ-1 [2];
    • Professional Skill (Forester) (A) IQ [2];
    • Prospecting (A) IQ [2];
    • Riding (any) (A) DX [2];
    • Weather Sense (A) IQ [2];

Background Skills:

  • Five of
    • Carousing (E) HT [1];
    • Fast-Draw (any) (E) DX [1];
    • First Aid (E) IQ [1];
    • Forced Entry (E) DX [1];
    • Jumping (E) DX [1];
    • Knot-Tying (E) DX [1];
    • Running (A) HT-1 [1];
    • Seamanship (E) IQ [1];
    • Swimming (E) HT [1];
    • or spend 1 point on any unchosen primary skill.
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