Attributes: ST 13 [30]; DX 15 [100]; IQ 12 [40]; HT 12 [20].
Secondary Characteristics: Damage 1d/2d-1; BL 34 lbs.; HP 13 [0]; Will 12 [0]; Per 15 [15]; FP 12 [0]; Basic Speed 7.00 [5]; Basic Move 7 [0].
Advantages: Heroic Archer [20]; Luck [15]; and Perfect Balance [15]. • One 15-point Motivational Lens. • 65 points chosen from among ST [10/level], DX +1 [20], HT [10/level], Per [5/level], Basic Speed +1 [20], Basic Move [5/level], Acute Vision [2/level], Ambidexterity [5], Catfall [10], Combat Reflexes [15], Danger Sense [15], Lifting ST [3/level], Fit [5] or Very Fit [15], High Pain Threshold [10], Night Vision 1-9 [1/level], Outdoorsman 3 or 4 [10 or 20], Peripheral Vision [15], Rapid Healing [5], Signature Gear [Varies], Weapon Bond [1], or Weapon Master (Bow) [20].
Disadvantages: -15 points chosen from among Honesty [-10*], Impulsiveness [-10*], Obsession (Being the best at something) [-5*], Overconfidence [-5*], Sense of Duty (Adventuring companions) [-5], Stubbornness [-5], or Trickster [-15*]. • Another -35 points chosen from among the previous traits or Bloodlust [-10*], Callous [-5], Code of Honor (Pirate’s or Soldier’s) [-5 or -10], Greed [-15*], Intolerance (Urbanites) [-5], Loner [-5*], No Sense of Humor [-10], Odious Personal Habit (“Unwashed bushwhacker”) [-5], Paranoia [-10], Phobia (Crowds) [-15*], Social Stigma (Disowned) [-5], Vow (Never sleep indoors) [-10], or Vow (Own no more than what can be carried) [-10].
Wildcard Skills: Ranger! DX+4 [72]-19;
Primary Skills: Knot-Tying (E) DX [1]-15. • 8 points of Monster Knowledge.
Secondary Skills: Boating (Unpowered) (A) DX-1 [1]-14; Brawling (E) DX [1]-15; First Aid (E) IQ+1 [2]-13; Forced Entry (E) DX [1]-15; Gesture (E) IQ+1 [2]-13; Holdout (A) IQ+1 [4]-13; Riding (Horse) (A) DX-1 [1]-14; Throwing (A) DX-1 [1]-14; Wrestling (A) DX-1 [1]-14. • One of Carousing (E) HT+2 [4]-14; Diplomacy (H) IQ [4]-12; Fast-Talk (A) IQ+1 [4]-13; or Interrogation (A) IQ+1 [4]-13. • One of Savoir-Faire (High Society, Military, Police, Religion) (E) IQ+1 [2]-13 or Streetwise (A) IQ [2]-12. • One of Dancing (A) DX+1 [4]-16; Gambling (A) IQ+1 [4]-13; Musical Instrument (Pick one) (H) IQ [4]-12; Panhandling (A) IQ+1 [4]-13; Public Speaking (A) IQ+1 [4]-13; Singing (E) HT+2 [4]-14; Sleight of Hand (H) DX [4]-15; Theology (H) IQ [4]-12; Urban Survival (A) Per+1 [4]-16;
Background Skills: Pick five of Armoury (Missile Weapons) (A) IQ-1 [1]-10; Connoisseur (any) (A) IQ-1 [1]-10; Lip Reading (A) Per-1 [1]-13; Prospecting (A) IQ-1 [1]-10; Running (A) HT-1 [1]-11; Skiing (H) HT-2 [1]-10; Swimming (E) HT [1]-12
Ranger!
DX
You can use this skill instead of Bow, Broadsword, Climbing, Jumping, Knife, Staff, and Stealth. Instead of Dropping or Throwing to toss such a weapon to a friend or attack an enemy (or instead of DX to catch one). You can use it instead of Acrobatics, Dancing, etc. to move while fighting with these weapons or as Fast-Draw to draw your weapon or its ammo. You can roll this skill to retain your weapon, whether you are being disarmed or pickpocketed. You can use an attack to break free from being bound by rope (Escape)
With an IQ-based roll, you can use it instead of Camouflage, Cartography, Mimicry, Naturalist, Navigation (Land, Sea), Shadowing, but only outdoors, and Weather Sense. With a Per-based roll, you can use it instead of Fishing, Observation, Survival, and Tracking. And with a HT-based roll, you can use it instead of Hiking.
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