Role - Hunter

SPECIALIST SKILLS

  HUNT (AGILITY)
As one of the tribe’s hunters it is your job to track and kill game, to feed your tribe. You can use Hunt in two different ways:

Hunt Small Game: If you spend a few hours you can Hunt for small game in the valley. Every / allows you to bring down enough game for D6 rations of grub. In areas where water is scarce, you can choose to find D6 rations of water instead.

Track Beasts: You can Hunt to find tracks from monsters as well as humanoid creatures. The GM can modify the roll if the tracks are old or easy or hard to follow for some reason. If the roll is successful you easily find the tracks and see in what direction your prey has walked. Every extra / rolled allows you to choose a stunt, and have one of these questioned answered:  
  • What kind of creature has left the tracks?
  • How far from it are you?
  • Is your prey wounded?
  • Is your prey alone?
 

THE HUNTER’S TALENTS

Choose one, you can learn more later.

BOWYER You can build simple ranged weapons like slings and bows. Bow making requires access to raw materials like scrap or wood, a few hours work and a successful roll for Hunt. You must roll at least two / to build a durable weapon – if you roll only one / the weapon is only good for one use (one attack). You can also repair damaged weapons. Each / you roll restores one lost point of Gear Bonus.

SKINNER When you kill a monster, you can use a knife to skin it. This will produce a piece of armor with an Armor Value equal to the monster’s armor, but no higher than 6 (as the skin doesn’t cover your entire body). The skin also has the same Gear Bonus when rolling to Endure severe cold.

TRAPPER You have mastered the art of setting traps and snares. Roll Hunt to set a trap, and choose if it should inflict trauma or ensnare its victim. Note the number of / you roll. Setting a trap takes a few minutes. Whoever walks into the trap must roll Move to avoid setting it off. If the victim fails the roll he suffers damage equal to the number of / you rolled (for a damaging trap) or becomes trapped and must roll Force to get out, with a negative modifier equal to the number of / you rolled (for an ensnaring trap).

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