Available to: Any background except the Academic Underground.
This character has spent the past ten years learning how to live off the land, becoming a skilled hunter, trapper, and scout able to hunt, track and trap both all types of prey. The character is able to survive in a number of different types of terrain and weather.
Scouts are often called upon to blaze trails and explore newly found ruins, but may also be called upon to identify creatures and/or bandits troubling frontier towns and track them to their lair/camp.
Mutant animals most often take this apprenticeship to reclaim some aspect of their feral heritage and return to a natural relationship with the world. However, this often causes a friction in their relations and dealings with their urban kin.
Main Skills: Wilderness Survival (+20%), Tracking (+20%), Land Navigation (+20%), Hunting
Core Skills: Animal Husbandry, Trapping, Identify Plants & Fruit, Skin & Prepare Animal Hides. All skills receive a +15% bonus
Domestic Skills: Choose four (+10%)
Medical Skills: Choose one: Holistic Medicine or First Aid
Rouge Skills: Choose one: Detect Ambush, Detect Concealment & Traps, Locate Secret Compartments & Doors
Military & Weapon Proficiency: Camouflage (+5%), Intelligence, WP Knife, WP Bolt-Action Rifle, and any two WP of choice
(Optional) Bonuses & Penalties: +2 PS, +2 PE, -2 PB, -1 MA. When dealing with urban (non-rural) folk, Wilderness Scouts receive a -6 MA penalty and may never have more than +40% to their Trust or Charm bonus.
Tuesday, April 10, 2007
Wilderness Scout
Posted by Matt at 10:41 AM
Labels: apprenticeship
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