Backpacker
Backpacker
[Class] [+Speed]
Prerequisites: Traveler
Static
Effect: You gain the Skill Enhancement Edge. You then gain an instance of the Skill Stunt Edge for each of the two Skills you chose with Skill Enhancement.
Item Mastery
[+Speed]
Prerequisites: Backpacker
Static
Effect: You learn the Moves Fling and Recycle.
Equipment Savant
[+Speed]
Prerequisites: Backpacker, Expert Survival
2 AP – Swift Action
Effect: Use or Equip an Item or piece of Equipment which would normally require a Standard Action to use or equip. You may not make an Attack with a Weapon this way - using other Items or Equipment that requires “Attacks” (such as Cap Cannons or Poké Balls) is acceptable
Hero’s Journey
[+Speed]
Rank 1 Prerequisites: Backpacker
Rank 2 Prerequisites: Backpacker, Adept Survival
Rank 3 Prerequisites: Backpacker, Expert Survival
Rank 4 Prerequisites: Backpacker, Expert Survival
Static
Effect: Each Rank, you may gain two Backpacker Talents for which you qualify.
Backpacker Talents
[Class] [+Speed]
Prerequisites: Traveler
Static
Effect: You gain the Skill Enhancement Edge. You then gain an instance of the Skill Stunt Edge for each of the two Skills you chose with Skill Enhancement.
Item Mastery
[+Speed]
Prerequisites: Backpacker
Static
Effect: You learn the Moves Fling and Recycle.
Equipment Savant
[+Speed]
Prerequisites: Backpacker, Expert Survival
2 AP – Swift Action
Effect: Use or Equip an Item or piece of Equipment which would normally require a Standard Action to use or equip. You may not make an Attack with a Weapon this way - using other Items or Equipment that requires “Attacks” (such as Cap Cannons or Poké Balls) is acceptable
Hero’s Journey
[+Speed]
Rank 1 Prerequisites: Backpacker
Rank 2 Prerequisites: Backpacker, Adept Survival
Rank 3 Prerequisites: Backpacker, Expert Survival
Rank 4 Prerequisites: Backpacker, Expert Survival
Static
Effect: Each Rank, you may gain two Backpacker Talents for which you qualify.
Backpacker Talents
Call to Adventure
Static
Effect: You gain the Instinctive Aptitude Edge, even if you do not meet its prerequisites. If you already have this Edge, gain another Edge for which you qualify. During Combat or tense situations (never Extended Actions), if you spend AP to add a bonus to a Skill Check, you may add +1d6 instead of +2.
Frisk
Static
Effect: You gain the Frisk Ability.
Handyman
Static
Effect: Whenever you use an item or a non-Weapon piece of equipment which calls for a Skill Check or has an effect or prerequisite based on a Skill Rank, you may substitute Survival for the used Skill. This does not affect prerequisites for Books.
Hat Trick
Static
Effect: While wearing Head Equipment worth at least ₽1000, you gain 15 Damage Reduction against Critical Hits. This does not stack with any Damage Reduction granted by any Head Equipment.
Movement Mastery
Static
Effect: Choose one of Art of Stealth, Athletic Initiative, Mounted Prowess, Nimble Movement, Slippery, Stamina, Swimmer, or Wallrunner. You gain the chosen Edge, even if you do not meet the prerequisites. Additionally, you may take any of these Edges in the future as if you did meet the prerequisites.
Sole Power
Static
Effect: While wearing Feet Equipment worth at least ₽1000, you do not trigger Hazards while Shifting. However, you still trigger any Hazards that you are standing on at the start or end of your turn. Reactive Hazards such as Stealth Rock cannot be triggered against you.
Wayfarer
Static
Effect: You may use your Survival Skill when making Opposed Rolls when defending against Disarm, Grapple, Push, and Trip Maneuvers. When wielding a Weapon, you may use Survival instead of Combat to determine the Damage Base of your Struggle Attacks and to qualify for a Weapon’s Moves.
Wear it Better
Prerequisites: Expert Survival
Static
Effect: While wearing Body Equipment worth at least ₽1000, you gain +5 Damage Reduction. This does not stack with any Damage Reduction granted by any Body Equipment.
Static
Effect: You gain the Instinctive Aptitude Edge, even if you do not meet its prerequisites. If you already have this Edge, gain another Edge for which you qualify. During Combat or tense situations (never Extended Actions), if you spend AP to add a bonus to a Skill Check, you may add +1d6 instead of +2.
Frisk
Static
Effect: You gain the Frisk Ability.
Handyman
Static
Effect: Whenever you use an item or a non-Weapon piece of equipment which calls for a Skill Check or has an effect or prerequisite based on a Skill Rank, you may substitute Survival for the used Skill. This does not affect prerequisites for Books.
Hat Trick
Static
Effect: While wearing Head Equipment worth at least ₽1000, you gain 15 Damage Reduction against Critical Hits. This does not stack with any Damage Reduction granted by any Head Equipment.
Movement Mastery
Static
Effect: Choose one of Art of Stealth, Athletic Initiative, Mounted Prowess, Nimble Movement, Slippery, Stamina, Swimmer, or Wallrunner. You gain the chosen Edge, even if you do not meet the prerequisites. Additionally, you may take any of these Edges in the future as if you did meet the prerequisites.
Sole Power
Static
Effect: While wearing Feet Equipment worth at least ₽1000, you do not trigger Hazards while Shifting. However, you still trigger any Hazards that you are standing on at the start or end of your turn. Reactive Hazards such as Stealth Rock cannot be triggered against you.
Wayfarer
Static
Effect: You may use your Survival Skill when making Opposed Rolls when defending against Disarm, Grapple, Push, and Trip Maneuvers. When wielding a Weapon, you may use Survival instead of Combat to determine the Damage Base of your Struggle Attacks and to qualify for a Weapon’s Moves.
Wear it Better
Prerequisites: Expert Survival
Static
Effect: While wearing Body Equipment worth at least ₽1000, you gain +5 Damage Reduction. This does not stack with any Damage Reduction granted by any Body Equipment.
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