Coursers focus on speed and
mobility. Perhaps they were once couriers, messengers, or shock troopers
trained to traverse large amounts of ground to surprise their enemies.
Perhaps they just like to run. Whichever the case, they are physically fit,
and can be offensively capable if they need to be. |
Cost |
Ability |
3 |
Athletic: +3 STR |
6 |
Durable: +3 CON |
6 |
Hardy: +3 BODY |
18 |
Quick: +6
DEX |
4 |
Nimble: Round off Figured SPD |
4 |
Fleet: +2" Run |
8 |
Reduced Endurance on 8" of Running (0
End, +1/2) |
5 |
Choose One: |
|
- Combat Skill Levels: +1 DCV
|
|
- Melee Skilled
- Weapon Familiarity: Common Melee Weapons
- Combat Skill Levels: +1 Tight Group
|
|
- Ranged Skilled
- Weapon Familiarity: Common Ranged Weapons
- Combat Skill Levels: +1 Tight Group
|
|
- Weapon Specialist
- Weapon Familiarity: Weapon of Choice
- Combat Skill Levels: +2 OCV w/ Weapon of Choice
|
1 |
Excellent Cardio: Extended
Breathing (1 increment) |
Value |
Disadvantages |
0 |
None |
+55 |
Total Cost of Package |
Cost |
Options |
+4* |
Hard To Hit: Combat Luck (3 PD/3 ED) (6 Active
Points); Not While Wearing Armor (-1/2) |
+2 |
Good Jumper: +2" Leap |
+6* |
Extra Fleet: +2" Run,
Reduced Endurance (0 End, +1/2) |
+10 |
Mobile: Defense Maneuver IV |
+10 |
Evasive: |
|
- Flying Dodge
- Running Escape: 1/2 Phase, +0 OCV, +0 DCV, +20 STR vs. Grabs, Must
1/2 Move
|
-5 |
Reputation:
Prone to Running Away 8- |
-5 |
Physical Limitation: Old
Leg Injury (Infrequently, Slightly Impairing) |
-10 |
Psychological Limitation:
Fastest One There Is Mentality (Common, Moderate) |
-10 |
Rivalry with
other Runners (More Powerful, Group, Professional, Unaware, Outdo) |