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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.
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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.
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