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BASES GNOSEOLÓGICAS DE QUE EL MEDICAMENTO DE MARCA ES MEJOR

In document ESCUELA UNIVERSITARIA DE POSGRADO (página 68-78)

Also known as a Reaver Woodsman and Nature Boy. Alignment: Any.

Racial Restrictions: None, although the majority (75%) are hu-

man

Attribute Requirements: I.Q. 9, and P.E. 12 or higher. A high

M.E. and physical attributes are helpful but not a requirement.

O.C.C. Skills:

Basic Math (+10%) Speaks Russian at 98%

Speaks Euro and two other languages of choice (+15%). Pilot: Hovercycle (+5%) Camouflage Detect Ambush Detect Concealment Intelligence (+20%) Tracking (+15%)

Identify Plants & Fruits (+10%) Land Navigation (+15%) Wilderness Survival (+15%) Swim (+20%)

Climb (+10%)

W.P. Two Ancient of choice (any).

W.P. Energy Rifle plus one energy weapon of choice. Hand to Hand: Expert, but can be upgraded to Martial Arts (or Assassin if evil) for the cost of one O.C.C. Related Skill.

O.C.C. Related Skills: Choose six other skills at level one and

two additional at levels 4, 8 and 12. Communications: Any

Domestic: Any (+10%) Electrical: None Espionage: Any (+10%) Mechanical: None Medical: First Aid only. Military: Any (+5%)

Physical: Any, except Acrobatics and Boxing.

Pilot Skills: Any, except robots, power armor, military vehi- cles, ships and aircraft.

Pilot Related Skills: Any, but usually none. Rogue Skills: Any

Science: Astronomy, Botany and Advanced Math only (+5%).

Technical: Any (+5%) W.P.: Any

Wilderness: Any (+10%)

Secondary Skills: The character also gets to select two Second-

ary Skills from the previous list at level one and one addi- tional at levels and 13. These are additional areas of knowledge that do not get the advantage of the bonus listed in parentheses. All Secondary Skills start at the base skill level. Also, skills are limited as previously indicated.

Standard Equipment: Light suit of M.D.C. body armor (usu-

ally a hodgepodge of homemade armor) painted in camou- flage, a (1D6 M.D.), and one weapon for each W.P. plus three extra ammo-clips for each. Other items in- clude a survival knife, a silver dagger, a wooden dagger S.D.C.), hand axe, a hand-sized whisk broom, magnifying glass, infrared distancing binoculars, passive

scope for the rifle, flashlight, signal mirror, wooden cross, language translator, lighter, flint and tinder box, two small

sacks, two large sacks, a box of 100 large bags for samples, plastic containers, backpack, bedroll, duffle bag, two canteens or water skins, belt, boots, notepad, 1D4 mark- ers, pocket disk recorder and a dozen recordable disks, 30 feet (9 m) of cord (600 lb./270 kg test strength), grappling hook, climbing spikes and small mallet, and a handful of per- sonal items.

Additional weapons, special items and magic items may be acquired over time (and through role-playing).

Vehicle: Most Scouts have a quiet and

hovercycle assigned to them, although many expeditions re- quire slow, careful travel on foot.

Equipment Available On Assignment: Depending on the char-

acter, the Warlord, and the assignment the Scout may have access to special weapons, explosives and equipment, vehi- cles and troops.

Note: Regarded as just another Reaver whose area of ex-

pertise is tracking and navigating woodlands.

Money: Starts with credits and worth of goods. A Reaver Scout's monthly salary is 600 credits plus food, basic clothing, basic equipment, a tiny cut of spoils from raids they are involved in, medical attention, and other basic needs.

Cybernetics: None to start, but approximately half have at least

one bionic prosthetic (arm or leg) a handful of im- plants.

Raider O.C.C.

Reaver Raiders are criminals and cutthroats with a knack for and criminal skills in stealing, robbery and armed raids. Most are competent horsemen or can drive motorcycles or hover vehi- cles.

The typical band of Raiders is a small group of 8-16 bandits to platoon size (roughly 40 Raiders) using Highwayman and guerilla tactics. However, large Raiding bands may be the size of an entire company troops) and are sent against large vil- lages or well fortified or heavily defended communities, armed camps and cities. Platoons of ordinary Reavers, soldati, RMC, and cyborgs may also join in on large scale raids and sieges.

The job of "Raiders" is two-fold: One is to raid the enemy, D-Bees, foreigners and rivals from other War Camps for sup- plies and valuables, and, two, to raid the enemy in an effort to weaken them by stealing their resources dividing or pick- ing off members of their troops (ideally, key personnel). Reaver Raiders constantly exploit the element of surprise, carelessness and complacency. They are skilled in recognizing and exploiting opportunities, and in assessing the strengths of opposing forces and the value of their cargo and supplies. Raiders are also used by Warlords and their commanders of the War Camps to punish communities and extract retribution.

Most raids involve a lot of hooting and hollering, along with a hail of (often undirected) gunfire, burning buildings, smoke (often caused by bales of hay or sticks pulled behind horses or vehicles), explosions and other things that are intentionally de- signed to panic, frighten and confuse the people being raided. The commotion also contributes to the illusion that they are

more in number than they really are, as well as creating a diver- sion. While everybody is responding to the threat in one area or direction, another faction of the Raiding Party is quietly target- ing their main objective (horses, cattle, guns, supplies, the bank,

the jail, money, other valuables, etc.). Surrounding an opponent

or victim is another favorite tactic, as is having snipers in the trees or on rooftops to provide support and add to the illusion that there are more bandits than there really are. These bold at- tacks are especially effective against peasants, farmers, small villages and travelers caught unawares.

In document ESCUELA UNIVERSITARIA DE POSGRADO (página 68-78)

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