Outriders are fighters that drift from area to area in
search of threats to their race and/or nation.  They do
not work within the given structures of a society and
can been seen as vigilantes by those in authority.   
Outriders are less interested in changing society, but
more interested in protecting those who have no
defenders.  Often times they find themselves traveling
from town to town listening to the rumors and exploring
the surrounding country side for actual threats to the
population.  They will not enter into the politics of a
local area, but may find themselves at odds with
individuals who they see attacking or terrorizing the
defenseless.    Outriders care little for money other
than as a means to improve their equipment and will
not keep more than they carry on themselves or their
mount.   Outriders are not interested in reforming
societies; they are not interested in taking from the rich
to give to the poor, what they are interested in doing is
removing threats to the local population.   Rather than
wait for the Knights, Templars or militia to come to the
rescue, Outriders venture forth to strike down threats
before they have time to act.  Outriders often venture
into the wilderness and underground to scout for
possible threats or invasions.  Outriders often become
members of adventuring groups for the sake of
exploration and to strike down threats before the local
population can be attacked.  
Characters must be
rank 5 Ranger before becoming an Outrider.
 
Outriders add 2% per rank to their primary weapon
strike chance.  The also add damage to that weapon at
ranks 3, 6 & 9.
   Outriders are masters of observation and quickly
become well aquatinted with rumors and facts in an
area.   They have a simple ability to discern the truth
and to gage if the speaker is really knowledgeable
about their topic.
Discern facts: 5 X PC + 5% per rank.  If they succeed in their roll they will know if the speaker is knowledgeable
or ignorant of the real information.  If they fail their roll they will not be able to tell if the person really knows
anything or not.

Discern the truth: Outriders can tell if a person if being honest by simply listening to and watching the
speaker.  6 X PC + 4% per rank – PC of opponent.   This ability does not allow them to read the mind of an
opponent, just to recognize a lie when it occurs.  (Note the GM should make this roll since a failure means the
Outrider fails to identify the lie and will accept it as a truth.)

Measure the Opposition: Outriders can gage an opponent’s ability and certain stats just by watching and
paying attention to them.  The ability to do this is 5 X PC + 5% per rank.  They can gage one general ability of
an opponent per rank.  Things that can be discerned by this ability follow:
Rank with primary weapon
Gage IV
Gage Defense
Combat related skills
Number of attacks & damage   
Weapon Quality
Armor Quality
Overall health
Specialized Defenses
Specialized Attacks   
Magical College
Vulnerabilities
Outriders do not know the percentages that accompany a given skill or ability, nor will they know every detail of
a weapon or armor, but will know if something is of finer craftsmanship, magical, and how much damage a
weapon could deliver or damage armor could absorb.  When they examine the overall health of an opponent
they will notice signs of fatigue, or any diseases & illness that are present.  In terms of special defenses they
would know the defenses of an opponent in terms of percentages to within 10% and if they have greater
defense in melee, ranged or close combat as well as the damage their armor absorbs.   They would also learn
any special immunity this opponent possesses.   In terms of attacks they will know the most deadly attack
possible of a person, and the number of attacks the person is capable of doing in a pulse.  In terms of
vulnerability they will know if that opponent is more susceptible to certain forms of attack than others.  Outriders
must make their perception check and if they pass, they will have the knowledge of the opponent. This ability
can only be used against humanoid opponents and not beasts.

Leave without a trace:  Outriders are masters at disappearing when their work is complete.  By rolling under 3
X AG +5% per rank they may leave without any tracks or traces remaining. They can do this while outside or
disappear in the middle of a tavern, bar, crowded room or street.  If the roll is successful consider their opponent
to be sufficiently distracted for 2 pulses to allow the Outrider to disappear into the brush, crowd or darkness.

Rank 1: Unnerving gaze: Outriders have a penetrating gaze that causes their opponents to fight at -10% to
strike, and -3 damage & -5 to IV.  This gaze may be resisted by rolling under 3 X WP. This will affect one
opponent per rank, at rank 5 it effects anyone facing the outrider in combat.

Rank 3:  Instill fear:   Outriders are able to instill fear in opponents that face them.  By spending 1 FT they
radiate an aura of fear and terror that causes those facing the Outrider to roll under 4 X WP or react on the
fright table.  (Add 15% on to reaction rolls)  Extra attack with primary weapon

Rank 4:  Sense danger:  Outriders develop a very limited precognition that allows them to sense danger
directed at them.   While they will not know the exact nature of the danger they will not suffer the results of being
totally surprised.  60% + 5% per rank beginning at 4.

Rank 6: Exploit weakness  Due to their study of opponents, Outriders can exploit weakness of opponents in
combat, by rolling under 5 X PC +3% per rank their opponents gain only half the benefit of defense and half the
protection from armor, as well as suffering a -5 to IV when fighting the Outrider.

Rank 7: Paralyzing gaze: By transfixing his gaze on a single opponent an Outrider may cause them to falter in
combat.  Unless an opponent rolls under 4 X WP – PC of Outrider they are paralyzed by the gaze and unable to
initiate an attack until the Outrider has struck them.   Paralyzed targets have no defense rating, but their armor
still absorbs the full amount of damage, Opponents who resist the gaze still suffer some sides effects and make
one less attack against the Outrider  and -6 damage & –20% to strike the Outrider.

Rank 9:  Relentless Assault:  This is a most unusual attack by which an Outrider may attack multiple targets in a
given pulse by expending FT points to escalate the speed of the movements and attacks.  For every 3 FT an
Outrider spends he or she may make an additional melee attack, these may not be gained back by healing
spells, but only by rest and eating.  If the Outrider kills an opponent he or she has the option of moving
remaining TMR until engaging another opponent.  Movement may continue until either TMR or FT is exhausted.

Rank 10: Paralyzing Gaze may affect WP/2opponents.  


OUTRIDER