Some look out into the horizon and see only uncertainty and danger. They turn their backs on the unknown and opt for the safety of a simple life. But not trackers. These courageous trailblazers gaze into the wilderness and see a world filled with adventure, opportunities, and wonder. They have climbed the tallest mountain and looked down upon the world like gods. They have plumbed the deepest caves to unearth secrets never intended to see the light of day. They have crossed the widest oceans to discover unknown lands. Trackers’ motives are as diverse as the regions they explore. Some hunt elusive game animals. Some seek the bounty of a wanted criminal. A chosen few are simply in it for the thrill of discovery. So, strap on those well-worn boots and grab your traveling pack! What will you discover as you explore the great unknown?
A relentless bounty hunter tracks wanted fugitives.
An explorer travels the world in search of ancient artifacts and mysterious treasure.
From deep behind enemy lines, a scout tracks enemy troop movements and relays the critical information back to his allies.
At any point, describe how you load your last ammo → If your next ranged shot is even theoretically possible, you hit with perfect accuracy and incredible power (work with the GM to determine what that means). Then, you’re all out of ammo.
Called Shot • Action
Describe how you shoot a body part → Deal ranged damage and choose one option below. Each option is resisting.
Arm: Disable the target.
Head: Blind the target.
Leg: Immobilize the target.
The maximum range of your ranged attacks significantly exceeds normal limitations. Work with your GM to determine what that means.
Set Trap • Slow Action
Describe how you set a trap → You create a well-hidden trap in an adjacent square, covering spaces in a blast. When a creature enters the area, the trap triggers and you deal melee damage to it (no attack roll required). Choose one option for the trap:
Cripple: Slow the target for about 1 hour. Others increase rolls to track it during this time.
Kill: Roll +1 damage die and ignore block.
Snare: Immobilize the target for about 5 turns.
Take Aim • Action
Describe how you carefully take aim → Bolster. Roll +1 damage die on your next ranged attack this combat.
Volley • Action
Describe how you unleash a volley → Deal ranged damage to 2 creatures.
Big Game Hunter
At any point, you can have the GM tell you about all dangerous and noteworthy monsters in the area, reveal their locations to you, and tell you a relevant fact about each.
When you gain this trait, work with the GM to select a specific creature type (dragons, members of the Southern Kingdom, elves, etc). Increase all rolls you make to hunt, capture, or kill those creatures.
Know the Path
Once each session, name something that you seek and the GM must tell you where to find it. If it moves, you know where it is for the next several hours.
Lay of the Land
Once for each area, you can have the GM create a rough map of the region and show it to you. The GM must reveal new information on the map.
Increase all rolls you make that relate to survivalism.You can survive indefinitely in the wilderness by living off of the land, no matter how harsh the conditions are. You can support up to 5 other people.
Increase all rolls you make to track. You have a perfect sense of direction.
You are always considered to be watchful and alert, even while asleep.At any point, you can have the GM tell you if you are in current or impending danger. If you are, the GM must honestly answer one of your questions about the danger. → Explain how you learned about the danger.
At any point, if you aren’t already pursuing a bounty, you can have the GM tell you of a side quest in the immediate area (capture a person, kill a monster, retrieve an item, etc) with a hefty reward. The GM must honestly answer 3 questions you ask about the bounty. If you like, you can force the GM to tie the side quest into your current quest. → Explain how you know about the bounty.
Increase all rolls you make to interrogate, discern lies, and gather information.
Lone Wolf • Action
Describe how you discourage social interaction → Others will completely ignore you as long as you look like you belong and you don’t do anything alarming. Afterward, they will forget everything about your features and actions, vaguely remembering you as “just some person.”
Perks of the Job
Once each session, choose one benefit for your current quest:
Advance: Your quest-giver will give you a significant portion of the reward in advance.
Aid: Name something that will help you complete the quest (transportation, special tools, a servant, etc) and an interested person will freely give it to you.
Fame: Word of your quest travels far and wide.
After overcoming a worthy challenge, keep something from the ordeal as a trophy and write it on your character sheet. At any point, cross off a trophy and openly display it. Others instantly recognize the trophy and understand what you had to do to get it. They treat you with profound adoration, respect, or fear.