Outrider - Subclass
Those that take matters into their own hands and skirt both the path well tread and the law are outriders. A mix of skill to find trouble and skill to get out of it. Outriders are finders and takers in both the wilderness and the urban sprawl. They are commonly adventurers, treasure hunters, bounty hunters, guides, scouts, investigators or investigators.
Dodge
The practice of defending against ranged weaponry.
- Apprentice Rank: This ability can be purchased for the first time to gain the Apprentice Rank.
- On Reflex Rolls to defend against Ranged Attacks, gain a die.
- Journeyman Rank: This ability can be purchased a second time to gain the Journeyman Rank.
- In all instances, gain two dice instead of one.
- Master Rank: This ability can be purchased a third time to gain the Master Rank.
- In all instances, gain three dice instead of two.
Survival
Wilderness survival, hunting, tracking, covering tracks, and knowledge about the things that dwell in the Wälder.
- Apprentice Rank: This ability can be purchased for the first time to gain the Apprentice Rank.
- On Rolls to survive in the wilderness, follow tracks, or know things about the wildlife, gain a die.
- Low Wages: On an Apprentice Reflex Roll, you can spend a Downtime Action working and earn Pence equal to the Face of each Set you spend.
- Journeyman Rank: This ability can be purchased a second time to gain the Journeyman Rank.
- In all instances, gain two dice instead of one.
- Mid Wages: On a Journeyman Reflex Roll, you can spend a Downtime Action working and earn Sterling equal to the Face of each Set you spend.
- Master Rank: This ability can be purchased a third time to gain the Master Rank.
- In all instances, gain three dice instead of two.
- High Wages: On a Master Reflex Roll, you can spend a Downtime Action working and earn Ingots equal to the Face of each Set you spend.
Perception
Noticing small things others would normally miss.
- Apprentice Rank: This ability can be purchased for the first time to gain the Apprentice Rank.
- On Rolls to notice something or detect something, gain a die.
- Journeyman Rank: This ability can be purchased a second time to gain the Journeyman Rank.
- In all instances, gain two dice instead of one.
- Master Rank: This ability can be purchased a third time to gain the Master Rank.
- In all instances, gain three dice instead of two.
Investigation
You know where to go and who to ask to find information, gossip and rumors.
Apprentice Rank: This ability can be purchased for the first time to gain the Apprentice Rank.
On Rolls to investigate something or someone, gain a die.
Journeyman Rank: This ability can be purchased a second time to gain the Journeyman Rank.
In all instances, gain two dice instead of one.
Master Rank: This ability can be purchased a third time to gain the Master Rank.
In all instances, gain three dice instead of two.
Gossip Hound
Fluff
- Pick a Connection you have.
- Gain a die on rolls to dig up information using that connection. This bonus stacks with the normal bonuses for using a connection.
Aim
You know how to breathe and steady yourself before a critical shot.
- Spend a minor action. Gain a die to your next Ranged Attack.
Collected
You never seem to lack a clear head in a dangerous situation.
- You may spend an action point to act next in a combat round, but you do not choose who goes next.
- The character that went before you, chooses the next player after you.
Speed Gambit
Some prefer the mobility that going unarmored provides.
- Gain an extra AP if you are wearing no armor at the beginning of a round.
Kill-shot
You can account for last second corrections in an attack to make it work.
- Spend an Action Point. Reroll any number dice in a Ranged Attack Roll
- You must take the final result.
Quickhands
Sometimes a lightning quick draw is better than foresight. You can whip a weapon out on a moment’s notice.
- Drawing, sheathing, and reloading a weapon is a free action.
Ranged Weapons
Use and care of Casting irons, throwing weapons, and other ranged attacks.
Apprentice Rank: This ability can be purchased for the first time to gain the Apprentice Rank.
On Reflex Rolls to make a Ranged Attack, gain a die.
Journeyman Rank: This ability can be purchased a second time to gain the Journeyman Rank.
In all instances, gain two dice instead of one.
Master Rank: This ability can be purchased a third time to gain the Master Rank.
In all instances, gain three dice instead of two.