Wilderness Scout
STATS:
PS 16
PP 20 Initiative:
PE 21 Parry: +1
PB 10 Strike:
IQ 13 Dodge: +1
MA 14 Roll/fall: +3
ME 13
SPD 18
SDC: 64
HP: 25
PPE: 23 (not useable, but there nonetheless)
O.C.C. Skills:
Literacy: 55%
Cooking 40%
Climbing 60%
General Athletics
Language: American 65%
CHOOSE
2 MORE 65%
Land Navigation 66%
Horsemanship 60%
Identify Plants 45%
Hunting
Fishing 50%
Prowl 45%
Track Animals 40%
Wilderness Survival 50%
W.P. Knife
W.P.: Blunt
Bolt Action rifle (hunting &
sniping)
Energy
rifle
Hand to Hand: Martial Arts
O.C.C. Related Skills: Select 2
other
skills, but at least three must be selected from physical and one from
wilderness. Plus select three additional skills at level three, one at level
six, one at level nine, and one at level twelve. All new skills start at level
one proficiency.
Sniper: +2 on aimed strike
Intelligence: 42%
Detect concealment: 35%
Detect Ambush 40%
Escape artist 40%
Sewing: 55%
Lore: Demon 40%
Lore: Farie 40%
Photography 35%
Communications: Any
Domestic: Any (+ 15%)
Electrical: Basic
Electronics only
Espionage: Any (+
10%), except forgery and pick locks.
Mechanical: Automotive
only
Medical: First Aid (+ 10%)
or holistic medicine (+ 20%), but the latter
counts as two skill selections.
Military: None
Physical: Any, except
acrobatics (+ 10% when applicable)
Pilot: Any
Pilot Related: Any
Rogue: Any
Science: Math: basic,
anthropology, biology, and botany only.
Technical: Any (+ 15% applies to both lores and languages
only)
W.P.: Any
Wilderness: Any (+20%)
Secondary Skills: The character also gets to select 6 secondary skills from the previous
list. These are additional areas of knowledge that do not get the advantage of
the bonus listed in parenthesis 0. All
secondary skills start
at the base
skill level. Also, skills are limited (any, only, none) as previously indicated
in the list.
Gymnastics: 50%
sense of balance
60%
work parallel bars
70%
climb rope
70%
back flip
Swimming:
60%