Courser
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)