Description

Patient killers who study their foes, seeking both weakness and opportunity with the skill to strike in melee or at range. Those who choose to be hunters embrace the concepts of predator and prey, whether they are at home in the wilderness or pursue their quarry in the steel and concrete canyons that claim the title of civilization. They are masters of ambush who combine mobility and surprise with multiple attack types to give themselves the greatest advantage no matter the foe.

Build Notes

With the combination of the Armed and Ranged Combat specialties, hunters are able to better adjust to dynamic situations, choosing their targets based on their strengths and their opponents weaknesses. The addition of the Scoutcraft specialty provides the hunter with the skills to locate and pursue their quarry, though this can be traded out for Guile or Performance, based on the character concept. This type of versatility does come at the cost of a limited number of starting skills, though this becomes far more worthwhile as the character advances.

Skill Trees

Armed Combat
(10 + 3 skills = 13 points)
• Evade
• Swing
• Weapon Proficiency

Ranged Combat
(10 + 3 skills = 13 points)
• Dodge
• Shoot
• Weapon Proficiency

Scoutcraft
(10 + 2 skill = 12 points)
• First Aide
• Survival

Cunning
(1 skill = 1 points)
• Observation

Vigilance
(1 skills = 1 points)
• Search

Starting Gear

Because they are trained in the use of multiple weapon types, hunters begin play with a suit of armor, melee weapon, ranged weapon, and traveler pack, the quality of which is based on the starting wealth class. These packs do not have a specific monetary value, rather they are designed to ensure that starting characters have the basic gear they need to begin play. Substitutes for items of a roughly equal value may be made with GM approval.

♦ Impoverished
♦ Working Class
♦ Professional
♦ Capitalist
♦ Magnate
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