Package Type: Basic
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Package Source: WHFRPG2e
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Imperial Justice is swift and merciless. It is no wonder then that so many flee the watch and take on the life of the Outlaw. The hills and forests are full of Outlaw bandits. It is a precarious existence, as they must deal not only with Roadwardens, Soldiers, and other minions of the law, but also must survive the dark dangers of the unsettled wildlands. |
While most Outlaws are nothing more than thieves, robbing coaches and travellers, others claim to champion the peasnatry and fight for "Justice, not Law". As long as Outlaws constrain their predation to the rich, the Peasant aid them with food, information, and hiding places.This makes them difficult for the authorities to pin down. Local Nobles often resort to the services of Bounty Hunters to end their bandit troubles. |
Cost | Ability |
Select One |
3 |
Animal Care: Animal Handling |
Common Knowledge (the Empire): AK: the Empire |
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3 | Concealment: Concealment |
5 | Dodge Blow: Either (+1 DCV) or (Martial Dodge and Reputation ("Hard to Hit", Small Group 11-)) |
Select One |
3 |
Drive: TF: Wagons, Carts, Chariots |
Ride: Riding |
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Select One |
3 |
Gossip: Conversation |
Secret Signs (Thief): Language Thief |
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3 | Perception: +1 All PER |
3 | Scale Sheer Surfaces: Climbing |
Select One |
3 |
Set Trap: Security Systems |
Swim: +3" Swimming |
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3 | Silent Move: Stealth |
Select One |
6 |
Rover: +1 DEX and +3 INT |
Streetwise: Streetwise and +3 INT |
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Select One |
6 |
Sharpshooter: +5 Ranged Levels, Only When Bracing (-2), Only for OCV (-1) |
Strike to Stun: Either (+3 Penalty Skill Levels to Offset Striking with Side of Blade Penalties and +1 OCV when Striking with Side of Blade) or (Martial Strike and +1 OCV with Martial Strike) |
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41 | Total Cost Of Abilities |
Value | Disadvantage |
-10 | Criminal: Hunted by Authorities: 8- (Mo Pow, Limited Geographical Area, Harshly Punish) |
31 | Total Cost of Package |
Cost | Options and Miscellaneous Information |
var | Trapping: Bow with 10 Arrows |
var | Trapping: Light Armor |
var | Trapping: Shield |
var | Career Entry: Agitator |
var | Career Entry: Charlatan |
var | Career Entry: Coachman |
var | Career Entry: Hedge Wizard |
var | Career Entry: Innkeeper |
var | Career Entry: Marine |
var | Career Entry: Mercenary |
var | Career Entry: Militiaman |
var | Career Entry: Peasant |
var | Career Entry: Roadwarden |
var | Career Entry: Rogue |
var | Career Entry: Squire |
var | Career Entry: Toll Keeper |
var | Career Entry: Woodsman |
var | Career Entry: Zealot |
var | Career Exit: Demagogue |
var | Career Exit: Highwayman |
var | Career Exit: Thief |
var | Career Exit: Vagabond |
var | Career Exit: Veteran |