WILDERNESS SCOUT O.C.C.
A lot of city-folk look down on wilderness scouts as uneducated
rabble, but in the savage wilderness, they are the lords and ladies of
the forest. A scout knows hows their way around the forest like the
back of their hand. They consider themselves to be one of the woodland
predators and are stealthy, cunning, resourceful, and self-reliant.
A wilderness scout can be a native raised in the wilderness or a city
slicker who has come to learn the ways of the wild. Regardless of their
origin, the character is a walking encyclopaedia about hunting,
trapping, wildlife, and the land, but most are complete illiterates,
unable to read or write a word. On the other hand, many are captivating
storytellers who love to weave tales about the things they have seen
and done. Most are also experts in Demon, Monster, and Faerie Lore. The
wilderness scout knows many of nature's secrets and can live off the
land with ease and traverse without leaving a trace that they were here.
Generally, a wilderness scout is a rough and tumble person who enjoys
tests of skill, strength, and cunning, and who enjoys life to its
fullest (and purest). The years of life in the outdoors means the
individual is powerfully built, conditioned to harsh climates and
environments, and tough as nails. their weathered skin makes themlook
ten years older than they really are. Although a wilderness scout may
be sorely lacking in social graces, theu are no stranger to technology
and uses high-tech M.D.C. body armour and Mega-Damage weapons, and
pilots a hovercraft with the same skill as their horse. Still, the
typical wilderness scout, no matter how acquainted they are with
technology, will be uncomfortable in the confines of a city. Their
place is the wide open spaces of the wilderness. That is their home and
their choice.
O.C.C. Requirements
I.Q.: 8 and P.E.: 12+. A high P.S. and M.E. are helpful but not mandatory. No racial requirements. Any Alignment is allowed.
O.C.C. Bonuses:
The wilderness scout gains the following bonuses:-
O.C.C. skills:
O.C.C. related skills
Select 2 Physical skills, 1 Wilderness skill, and 6 other skills,
+1 at levels: 2, 5, 8, 11, and 14 (all new level skills start at level
one proficiency):-
- Communications: Barter, Language (+10%), Literacy (any), Performance, and Public Speaking only.
- Cowboy: None.
- Domestic: Any (+10%).
- Electrical: Basic Electronics only.
- Espionage: Any (+10%) [except Forgery and Pick Locks].
- Horsemanship: Exotic Animals (+5%) only.
- Mechanical: Automotive Mechanics only.
- Medical: First Aid (+10%) OR Holistic Medicine (+20%), but the latter counts as 2 skill selections.
- Military: None.
- Physical: Any [except Acrobatics (+10% when applicable)].
- Pilot: Any [except robots, power armour, military, or large, noisy vehicles].
- Pilot Related: Any.
- Rogue: Gambling: Standard, Imitate Voices & Sounds, and Tailing (+5%) only.
- Science: Mathematics: Basic, Anthropology, Biology, and Botony only.
- Technical: Any (+5%, but Breed Dogs, Lore (any) and RopeWorks are +15% instead).
- W.P.: Any.
- Wilderness: Any (+20%).
Secondary Skills
The character can select 4 Secondary skills at first level from
those listed below. +1 additional Secondary skill at levels: 3, 6, 9,
and 12. Aditonal Secondary skills get no bonuses other than any I.Q.
bonuses. All secondary skills start at base level. Choose Secondary
skills from:-
- Communications: Barter, Language (+10%), Literacy (any), Performance, and Public Speaking only.
- Cowboy: None.
- Domestic: Any.
- Electrical: Basic Electronics only.
- Espionage: Any [except Forgery and Pick Locks].
- Horsemanship: Exotic Animals only.
- Mechanical: Automotive Mechanics only.
- Medical: First Aid OR Holistic Medicine, but the latter counts as 2 skill selections.
- Military: None.
- Physical: Any [except Acrobatics].
- Pilot: Any [except robots, power armour, military, or large, noisy vehicles].
- Pilot Related: Any.
- Rogue: Gambling: Standard, Imitate Voices & Sounds, and Tailing only.
- Science: Mathematics: Basic, Anthropology, Biology, and Botony only.
- Technical: Any.
- W.P.: Any.
- Wilderness: Any.
P.P.E. Points
The scout's base P.P.E. is standard and equal to the character's P.E. attribute.
I.S.P.
The wilderness scout O.C.C. has no specific psionic powers and so Psionics should be determined as standard (if wished).
Psionics
Standard Equipment
Wilderness scouts get the following standard equipment:-
Equipment Available Upon Assingment
Not applicable to this O.C.C.
Money
The wilderness scout starts with 3D6x100 in Credits,
and another 3D4x1000 in Black Market items or animal pelts and furs.
Usually trades animal furs and services for supplies and needs.
Cybernetics
Most scouts avoid 'unnatural' cybernetic augmentation except when needed as a prosthetic.
Special Abilities
The wilderness scout gains the following special abilities:-
NPC Experience Level:
Average character: 1D6+1 levels.
Experience Level Table
- 0-1.900
- 1,901-3,800
- 3,801-7,300
- 7,301-14,300
- 14,301-21,000
- 21,001-30,000
- 30,001-40,000
- 40,001-53,000
- 53,001-73,000
- 73,001-103,000
- 103,001-138,000
- 138,001-188,000
- 188,001-238,000
- 238,001-288,000
- 288,001-328,000