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):-
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:-
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
  1. 0-1.900
  2. 1,901-3,800
  3. 3,801-7,300
  4. 7,301-14,300
  5. 14,301-21,000
  6. 21,001-30,000
  7. 30,001-40,000
  8. 40,001-53,000
  9. 53,001-73,000
  10. 73,001-103,000
  11. 103,001-138,000
  12. 138,001-188,000
  13. 188,001-238,000
  14. 238,001-288,000
  15. 288,001-328,000