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:'''Cowpoke''' [Novice, Riding d6+]: Some folk are born in the saddle. A cowpoke can ignore 2 points of penalty with Riding skill and can spend a Benny to make a Soak roll for a mount she is controlling.
 
:'''Cowpoke''' [Novice, Riding d6+]: Some folk are born in the saddle. A cowpoke can ignore 2 points of penalty with Riding skill and can spend a Benny to make a Soak roll for a mount she is controlling.
 
:'''Gambler''' [Novice, Gambling d10+]: Gamblers are half swindler, half psychologist who makes their living playing games of chance. Gambles gains a +2 too Gambling skill. The Gambler may also spend a Benny, automatically winning a game of chance unless his opponent is also a Gambler and spends a Benny to cancel the edge.
 
:'''Gambler''' [Novice, Gambling d10+]: Gamblers are half swindler, half psychologist who makes their living playing games of chance. Gambles gains a +2 too Gambling skill. The Gambler may also spend a Benny, automatically winning a game of chance unless his opponent is also a Gambler and spends a Benny to cancel the edge.
:'''Monster Slayer''' [Novice, Smarts d6+, Occultism d6+, Notice d6+, Survival d6+]: Many monster hunters have dedicated themselves to protecting the civilized lands from the monsters from the wastes. When confronted by a monstrous or supernatural foe the hero may make an Occultism skill check to identify a foe, its characteristics, and common tactics. The GM may impose penalties for uncommon or unique beings. With a success the Monster Slayer knows any weakness the creature might have and gains a +1 to all Trait rolls and damage totals against it until the end of the encounter. On a raise she gains all the creature’s special abilities and the Trait and damage bonus increase to +2.
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:'''Monster Slayer''' [Novice, Smarts d6+, Occultism d6+, Notice d6+, Survival d6+]: Many monster hunters have dedicated themselves to protecting the civilized lands from the monsters from the wastes. When confronted by a monstrous or supernatural foe the hero may make an Occultism action check to identify a foe, its characteristics, and common tactics. The GM may impose penalties for uncommon or unique beings. With a success the Monster Slayer knows any weakness the creature might have and gains a +1 to all Trait rolls and damage totals against it until the end of the encounter. On a raise she gains all the creature’s special abilities and the Trait and damage bonus increase to +2.
 
:'''Trailblazer''' [Novice, Survival d6+]: You have learned to watch the signs and trust your instincts when it comes to navigating the vast wilderness. Anything the GM draws a face card while traveling (indicating a random encounter) the trailblazer can make a Notice -2 check. If successful the trailblazer detects the hazard, creature or situation at the earliest opportunity, giving the party time to likely avoid it or at least attack it on their own terms. The trailblazer also gains +2 to Notice rolls to avoid being surprised.
 
:'''Trailblazer''' [Novice, Survival d6+]: You have learned to watch the signs and trust your instincts when it comes to navigating the vast wilderness. Anything the GM draws a face card while traveling (indicating a random encounter) the trailblazer can make a Notice -2 check. If successful the trailblazer detects the hazard, creature or situation at the earliest opportunity, giving the party time to likely avoid it or at least attack it on their own terms. The trailblazer also gains +2 to Notice rolls to avoid being surprised.
  

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