2.5.2 Outlander

Outlander

Communities are islands of civilization in a sea of wilderness. Outlanders are the brave few who dare travel through the bizarre post-apocalyptic landscape, blazing trails between towns, discovering new resources and sources of technology, or uncovering dangers. Adept at tracking and wilderness survival, outlanders are essential to steering a safe path through the strange new world.

Outlanders At-A-Glance:

Class Attribute: Endurance.
Hit Points: +4 hit points per class level.
Luck Points: +4 Luck Points per class level.
Weapons and Armour: Simple Weapons plus four additional proficiencies.
Combat Ability: Fair Attack, fair Defense.
Special Abilities: Creep Detector (at 1st), Survivor (at 1st), Trailblaze (at 2nd), Terrain Mastery (at 3rd, 6th, and 9th), Wild Empathy (at 4th), Bonus Talent (at 5th and 10th), Creep Tolerance (at 7th), Camouflage (at 8th), Clever Outlander (at 10th).

Game Rule Information:

Class Attribute: Endurance is an outlander’s class Attribute and it must be a Prime for the character. A high Endurance increases hit points, helps with checks involving stamina or endurance, and is important for survival in the wilds.

The character gains a +1 bonus to all Endurance Attribute checks for every outlander class level. Add one-half this bonus to checks with other Attributes.

Fractional Attribute Advancement: At each class level, the outlander increases his fractional Attribute scores as follows: Str +d10, Per +d12, End +d20, Cha +d4, Int +d6, Agi +d12, Lck +d8. He adds his base Luck modifier to each die roll (to a minimum of +0 fractional advancement).

Hit Points: An outlander gains +4 hp per class level. These are added to the character’s base hit points.

Luck Points: When an outlander increases in level, he gains +4 Luck Points plus his base Luck modifier. A character can never lose Luck Points when gaining a level, even if his Luck modifier is a negative number.

Combat Ability: An outlander has fair attack and Defense progressions.

Weapons and Armour: The character starts with the following weapon and armour proficiencies:

  • Simple Weapons.
  • Four proficiencies chosen from Armour Proficiency (Light Armour, Medium Armour, Shields) or Weapon Proficiency (Improvised Weapons, Martial Weapons, Basic Firearms, Advanced Firearms, Basic Blasters, Advanced Blasters, Unarmed Combat, Brawl, Improved Brawl).

The outlander must meet all the prerequisites for the proficiency to select it.

Starting Equipment: An outlander begins with the following gear:

  • Weapons: One Simple, Light, or Martial Weapon; one Simple or Light Weapon; and one Simple Weapon (three weapons total).
  • Armour: One set of Light Armour.
  • Other Equipment: Basic clothing plus 1d6 TU worth of additional gear.

Special Abilities:

Creep Detector: Outlanders have a sixth sense about harmful Creep-inducing agents. Before being exposed to a source of Creep contamination, the GM will make a secret Perception check for the character (with the Difficulty Class inversely proportional to Creep level). If the check succeeds, the outlander will detect the presence of Creep (although not its strength or exact source) and can take appropriate precautions.

Survivor: An outlander can endure severe hardship and hostile conditions. The character gains a +2 bonus on all Endurance checks related to swimming, running, or performing a forced march; to hold his breath or prevent suffocation; to resist starvation or thirst; and to avoid subdual damage from hot or cold environments. Also, the outlander may sleep in light or medium armor without becoming fatigued.

Trailblaze: At 2nd level, the outlander’s movement speed is no longer reduced by difficult terrain. In addition, he becomes particularly skilled at finding the best route through unfamiliar or obstructed areas. When traveling in poor conditions or difficult terrain, the outlander can make a Perception check to reduce travel time. With a check result of 15 or better, the outlander reduces total travel time by 25%. With a result of 25 or better, travel time is reduced by 50%.

The outlander can guide a group of up to three other individuals at no penalty. However, for each additional person in the group being guided, apply a -2 penalty to the trailblazing check.

Terrain Mastery: At 3rd level and again at 6th and 9th levels, an outlander selects a specific terrain type. The character gains a bonus on Attribute checks useful in that specific environment (or some other appropriate benefit) and knows how to fight dangerous creatures typically found in that terrain.

  • Aquatic Mastery: The outlander gains a +4 bonus on swimming-related Endurance checks (including checks to hold his breath), and is able to swim at his normal movement rate. He also gets a +1 bonus on attack and damage rolls against aquatic creatures.
  • Desert Mastery: The outlander is immune to fatigue due to heat. He also gets a +1 bonus on attack and damage rolls against desert creatures.
  • Forest Mastery: The outlander gains a +2 bonus on Agility checks to hide while in natural surroundings. He also gets a +1 bonus on attack and damage rolls against forest creatures.
  • Plains Mastery: The outlander gains a +4 bonus on running-related Endurance checks. He also gets a +1 bonus on attack and damage rolls against plains creatures.
  • Hills Mastery: The outlander gains a +2 bonus on Perception checks to avoid surprise while in natural surroundings. He also gets a +1 insight bonus on attack and damage rolls against hill creatures.
  • Mountains Mastery: The outlander gains a +4 bonus on climbing-related Strength checks, and is able to climb at his normal movement rate. He also gets a +1 bonus on attack and damage rolls against mountain creatures.
  • Subterranean Mastery: The outlander gains a +2 bonus on Perception checks to navigate and detect hazards while in subterranean areas. He also gets a +1 bonus on attack and damage rolls against subterranean creatures.
  • Swamp Mastery: The outlander gains a +2 bonus on Endurance checks against disease or poison. He also gets a +1 bonus on attack and damage rolls against swamp creatures.
  • Tundra Mastery: The outlander is immune to fatigue due to cold. He also gets a +1 bonus on attack and damage rolls against tundra creatures.
  • Urban Mastery: The outlander gains a +2 bonus on Perception checks to avoid potential mishaps from damaged structures. He also gets a +1 bonus on attack and damage rolls against urban creatures.

An outlander must pick a different terrain type each time he gains this special ability. The character takes his terrain mastery with you wherever he goes, retaining bonuses on Attribute checks, attack rolls, and damage rolls whether he’s actually in the relevant terrain or not.

Wild Empathy: At 4th level, an outlander can improve the attitude of an animal. This ability functions just like a Charisma check to improve the attitude of a person. The typical domestic animal has a starting attitude of indifferent, while wild animals are usually unfriendly.

To use wild empathy, the outlander and the animal must be able to study each other, which means that they must be within short range of one another under normal visibility conditions. Generally, influencing an animal in this way takes 1 minute, but, as with influencing people, it might take more or less time.

The outlander can also use this ability to influence a mutant beast with an Intellect score of 1 or 2, but he takes a -4 penalty on the check. Wild empathy does not function on vermin.

Bonus Talent: At 5th level and again at 10th level, the character can select a bonus talent of his choice. He must meet all prerequisites for the talent. See the Talents & Proficiencies page for details.

Creep Resistance: Over time, outlanders develop a resistance to Creep-inducing agents. At 7th level, an outlander can ignore a number of Creep points per exposure equal to his base Endurance modifier, reducing any contamination suffered by the given amount.

Camouflage: At 8th level, an outlander gains a +2 bonus to all Agility checks related to hiding while in natural surroundings. In addition, the outlander gains the ability to literally blend in with his surroundings while in any natural terrain with cover, allowing him to hide even in plain sight (providing he does not move).

Clever Outlander: At 10th level, many of the outlander’s class abilities improve. His Creep Detector ability determines the exact level of Creep on a successful check, his bonus on Survivor and Camouflage checks increases from +2 to +4, and he can use Wild Empathy on mutant beasts without penalty.

Outlander Progression:

Level Attack Defense Special Abilities
1 +0 +0 Creep Detector, Survivor
2 +1 +1 Trailblaze
3 +2 +1 Terrain Mastery
4 +3 +2 Wild Empathy
5 +3 +2 Bonus Talent
6 +4 +3 Terrain Mastery
7 +5 +3 Creep Resistance
8 +6 +4 Camouflage
9 +6 +4 Terrain Mastery
10 +7 +5 Bonus Talent, Clever Outlander

Class Attribute: Endurance.
Fractional Advancement: Str +d10, Per +d12, End +d20, Cha +d4, Int +d6, Agi +d12, Lck +d8.
Outlanders gain 4 hit points and 4 Luck Points per class level.


 
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