Scouts specialize in being
fast, sneaky, and observant. They should be good at moving around unobserved
and finding things of interest to collect information on before returning to
their slower moving and less perceptive comrades to share the valuable
information with them. Though sometimes maligned by more "brute force"
warriors, a good scout can be the difference between glorious success and an
ignoble death at the hands of an ambush or from stumbling into something
that could have been avoided. |
Cost |
Ability |
55 |
Light Foot Package
Deal |
10 |
Reliably
Precise: Increase Find Weakness to 13- |
6 |
Keen of Eye I: Penalty Skill Levels +4
vs. Range Penalties with Find Weakness |
4 |
Keen of Eye II: Telescopic
Sight +4 with Normal Sight only to Offset Range Penalties |
4 |
Fittest: Survival: 4 points worth |
4 |
Adaptable: Environmental Movement: 4
points worth |
3 |
Brachiator: Climbing |
3 |
Blend In: Concealment |
3 |
Sneaky: Stealth |
3 |
Trackwise: Tracking |
10 |
Capable: +1 Overall Skill Level |
105 |
Total Cost of Abilities |
Value |
Disadvantages |
-5 |
Social Limitation: Looked Down Upon By Many
"Front-line" Warriors (Minor, Occasionally) |
+100 |
Total Cost of Package |
16 |
Mounted Fighting Skills Package Deal |
10 |
Deadly Blow: +1d6 Killing,
any circumstance, any weapon (+1d6 HKA; OIF: Weapon of Opportunity
(-1/2); Limited Circumstances (-1/2)) |
10 |
Uncanny
Dodge: Defense Manuever IV |
+6 |
Improve Keen of Eye I to be for All Attacks |
-5 |
Physical Limitation: Old
Injury (Infrequently, Slightly Impairing) |
-5 |
Psychological Limitation:
Barbarian Code (Uncommon, Moderate) |
-10 |
Psychological
Limitation: Dislikes Magic & Those Who Use It (Common, Moderate) |
-10 |
Rivalry with
other Warriors (More Powerful, Group, Professional, Unaware, Outdo) |
-5 |
Social Limitation:
Barbarian
(Feared & Discriminated against in cities) (Frequently; Minor;
Not Limiting In Some Cultures) |
-5 |
Distinctive Features:
Barbarian (Concealable with Effort, Noticed, Not Distinctive in some
Cultures) |
As the name would indicate Light Foot typically fight on foot. They generally wear
lighter armor and wield lighter weapons.
|
Light Foot concentrate on speed, manueverability, skill, and technique over brute
force and strength. Reflexes and adroitness are their bread and butter, and they
often make use of easily carried thrown weapons which they can hurl at an opponent.
|
Adept skirmishers, Light Foot are much more dangerous than their lightly armored
fast moving nature would suggest, and what they lack in striking power they make
up for with accuracy and finesse.
|
Cost
|
Ability
|
6
|
Quick: +2 DEX
|
10
|
Nimble: +1 SPD
|
4
|
Fleet: +2" Run
|
10
|
Precision: Find Weakness 11-: One Attack (choose)
|
2
|
AF: Light Armor Proficiency
|
5
|
WF: Common Melee, Common Missile, Slings
|
10
|
Choose One:
|
|
- Combat Skill Levels: +1 All Combat and
+1 OCV with Weapon of Choice
- Combat Skill Levels: +1 HtH and
+1 DCV
- Combat Skill Levels: +1 Ranged and
+1 DCV
- Combat Skill Levels: +5 OCV with Weapon of Choice
- Skill Levels: +1 Overall Level
- Penalty Skill Levels: +4 vs. Range Modifier and
+2 OCV with Weapon of Choice
- Penalty Skill Levels: +2 vs. Range Modifier and
+2 OCV with a Tight Group of Attacks
- Penalty Skill Levels: +2 vs. Range Modifier with All Attacks and
Telescopic Sight: +4 with Normal Sight only to Offset Range Penalties and
Enhanced Perception: +2 PER with Normal Sight
|
1
|
FAM: Acrobatics
|
3
|
Breakfall
|
3
|
Fast Draw
|
1
|
Warrior Elite: Right to Bear Arms or Equivalent For Culture
|
Value
|
Disadvantages
|
0
|
None
|
+55
|
Total Cost of Package
|
Cost
|
Options
|
4
|
Archer's Strength: +10 STR No Figured (-1/2), Only to Offset Strength Minima
of Bows (-1)
|
10
|
Lethal: Deadly Blow: +1d6 Killing, any circumstance, any weapon
|
7.5
|
Light Lethality: Deadly Blow: +1d6 Killing, any circumstance, any light weapon
|
+10
|
More Precise: Increase Find Weakness to Tight Group
|
+20
|
Incredibly Precise: Increase Find Weakness to All Attacks
|
+10
|
Reliably Precise: Increase Find Weakness to 13-
|
+40
|
Always Precise: Increase Find Weakness to 17-
|
6
|
Shifty: Combat Luck (3 PD/3 ED)
|
4
|
Dodgy: Combat Luck (3 PD/3 ED) (6 Active Points); Only While Not Wearing
Armor (-1/2)
|
4
|
Second Skin: Combat Luck (3 PD/3 ED) (6 Active Points); Only While Wearing
Light Armor (-1/2)
|
5
|
Passive Blocking: +3 DCV; OAF: Weapon of Choice (-1), vs HtH Only (-1)
|
-5
|
Physical Limitation: Old Injury (Infrequently, Slightly Impairing)
|
-5
|
Psychological Limitation: Warriors Code (Uncommon, Moderate)
|
-10
|
Psychological Limitation: Swashbuckler Mentality (Common, Moderate)
|
-10
|
Rivalry with other Warriors (More Powerful, Group, Professional, Unaware, Outdo)
|