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When it comes to survival strategies, it's hard to go wrong with a bit of simple cardio.
Anybody can sprint if they're willing to pay the Energy cost, but a Sprinter is the unequaled master of getting around the battlefield quickly. If your campaign world lacks easily-available vehicles, being a Sprinter is also incredibly useful for general-purpose getting around and retains a good deal of utility even when vehicles are abundant.
Sprinter | Run like the wind. | |
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caret-right | Energized | Crippled-immune, leave throwables behind you. |
caret-right | Marathoner | Improve overland travel speed. |
caret-right | Moving Target | Sprinting makes you hard to hit. |
caret-right | Skirmish | Embed other actions in movements. |
caret-right | Speedster | Trade Energy for free moves. |
Enterprises | Racetrack Sprinter School |
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Weaknesses | Awkward Handless |
Movement | plus-circleRunner's Lungs: Whenever you choose to sprint (move up to 10 meters as a single action in exchange for a point of Energy), roll a trigger die. If the result is 7+, sprinting didn't cost any Energy this time and was totally free. | |
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Movement | plus-circleStraightaway: If you sprint in a totally straight line, it never costs Energy. You can do so as much as you want. | |
Limitation | minus-circleStay Light: You cannot benefit from any ability in the Sprinter class while carrying anything more than a light load. doubledPowerhouse Exemption: If you also have the Powerhouse class, you can ignore this limitation. |
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Movement | plus-circleWon't Stop, Can't Stop: You are immune to the Crippled condition. | |
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Utility | plus-circleRunning Drop: You can use any thrown effect as part of a movement without spending an action to do so. The thrown effect targets the space you were in at the beginning of your move, and comes into effect either immediately before you start moving or immediately after you finish (you decide). If you were moving through open space (such as through jumping, flying, or similar) then the thrown effect is dropped down to the ground below your starting location. plus-circleJust One: You can only drop one throwable per movement action you take. doubledSynergistic: This trick is only useful if you have invested in one or more classes that grant a throwable effect. Some possibilities include pairing with Grenadier to be able to drop a grenade when surrounded by foes and scamper to safety before it explodes, or pairing with Smoker to pull a “ninja vanish” and escape cleanly from foes. Other possible uses also exist: - Caltropper - Grenadier - Smoker - Visage: Imagist |
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Movement | plus-circleTraveler: Your overland traveling speed is increased from 5 regions per day to 10 regions per day. Vehicles and other creatures with non-standard movement rates increase their overland travel speed by 1 step on the 1→ 2→ 5→ 10→ 20→ 50→ etc scale. | |
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Movement | plus-circleUnending Pep: If you are traveling with a group of other creatures that don't have the Marathoner ability that choose to force-march themselves (travel 10 regions instead of 5, but accumulate 1 Stress point in the process) in order to keep up with you, you can keep their spirits up by setting a good example. All non-marathoners in your company can roll a trigger die after forced-marching; if the result is a 7+, then they ignore the Stress point they would normally acquire from it. plus-circleSelf-Motivated: If you choose to force-march yourself, you can travel up to 20 regions in a single day instead of 10. You also gain the benefit of the trigger die roll to avoid accumulating Stress when you do this. |
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Protection | plus-circleMeep Meep: Your sprinting isn't just fast, it's also unpredictable and wild. Every time you sprint, all attacks made against you during or afterward until the beginning of your next turn have a special failure chance of 3. This includes attacks that normally have minimal or no failure chances (such as many Whelm-type attacks). plus-circleStackable: If you sprint twice during your turn, the special failure chance of all attacks made against you increases to 6. |
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Movement | plus-circleRun n' Gun: You can embed other actions in the middle of a movement action, then finish your movement. For example, you can take an action to move 5 meters, stop to take another action to attack 2 meters into it, then continue moving your remaining 3 meters. Normally you must end your movement action entirely in order to do anything else. | |
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Movement | plus-circleTo The Limit: You can take a regular 5-meter movement action for free any time during your turn, as many times per turn as you like. minus-circleTaxing: Every time you use Speedster to take a free movement action, you lose one Energy (or Flesh if you have no Energy remaining). |
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Racetrack | The settlement hosts regular races of some kind. You can bet on the outcomes if you want; see the Enterprises page for more information. |
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Sprinter School | The settlement hosts an institution that teaches the secrets of this class for a small fee. Keystones of this class can be purchased here for 1 Supply each. |
Awkward | You're just not all that agile. You treat rough or uneven ground as difficult terrain, and can't use stairs (or anything else of equal roughness/slope) at all. Climbing is impossible for you. |
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Handless | You are incapable of fine manipulation. You can't do anything that requires hands (like using doorknobs, threading needles, or elegantly sipping tea). |