The Transiapheian Bulletin

(Iapheia) Classes: Sellshot and Ranger

Previous posts on Iapheian damage and weapons may be useful for understanding the below. You might see some references to rules I haven't posted about yet - don't worry about it. :-)

These classes also have no starting skills - this is because Iapheia has a single large starting skill table shared between all classes.


Sellshot


Marcel Janco, Soldier (date unknown)

Professional armies are extinct in the Main, but professional soldiers are very much alive. You probably learned of your natural affinity for combat on the front lines of the Tribulation War, and the service you provide now is much the same; you buy all your own gear now, and the food's a little better, but you're still basically a warm, hostile body to be turned loose against whoever offends your employers.

The violence market is flooded these days, and demand has drifted downward since the utter chaos of the early 1040s, but the idea of hanging up your firearms and trying to live a peaceful life is laughable. This is what you know. You'll find ways to make it pay.

Starting equipment: Choice of primary weapon (carbine, rifle, shotgun, or slider) and sidearm (rep or revolver), 20 pieces of ammunition for each firearm, knife, ballistic armour (+1 PT vs. bullets), ostentatious bandolier, first aid kit, bottle of sleeping pills (1d6 left), unopened bottle of fine brandy, chapbook of military wisdom.
Either upgrade one of your weapons to Fine, Hardened, or Kheshi quality, or replace your primary weapon with a random Dubious Firearm (roll 1d10).

Per template: +1 Ranged Hit, and either +1 Melee Hit or +1 Composure.
A: +1 Grit, Blooded, Leadcrank
B: Focus Fire, Swagger
C: +1 Grit, Centre Mass
D: Cordite Trip

A: Blooded
Getting comfortable with violence is never a good sign, but you and violence are at least on speaking terms. Your attacks ignore penalties from wounds and failed Composure checks.

A: Leadcrank
All Mainers know guns, but you know guns. All weapons you wield have +1 Jam, and you always clear a jam on, at worst, your second attempt.

B: Focus Fire
You can make ranged Team-Up Attacks with two allies at once.

B: Swagger
Whether it manifests as thrusting bravado or a silent, steely countenance, your natural self-confidence imposes itself upon the world. Once per confrontation, you can spend a round yelling or glaring to force a Morale check in your enemies, unless they outnumber you and your crew at least two to one. Fanatical and non-sapient foes are immune.

C: Centre Mass
+1 damage per die with all weapons.

D: Cordite Trip
Doctors say it's impossible to get high off the sound, smell, and percussive power of a firearm in your hands, but it feels real enough to you. Whenever you down an enemy (Mortal Wound or better), recover a point of Grit, up to your maximum. Despite the name, it works with melee weapons too.


Ranger


Max Ernst, The Hunter (date unknown)

You are a scout, surveyor, and occasional murderer. Until recently, you were likely employed by one of the Main's governments, but regime changes or budget cuts have forced you to take your services freelance.

In the popular conscience, rangers are the heroes of the modern age, hardened frontier folk who mete out justice and tame the ruins of the old world in the name of the new. In practice, they are often undertrained, underequipped, and just as venal and maladjusted as everyone else in the Iapheian Main. Rangers die early and often, but there are always plenty of bright-eyed young bravos ready to replace them.

Starting equipment: Rifle, rep, 30 .29 bullets, knife, baffle cloak (+1 PT vs. explosions and other area hazards), poor weather gear, binoculars, 3 flares, hip flask of truly vile barley liquor (only rangers can stomach it), heavily annotated field survival guide.

Per template: +1 Ranged Hit, and either +1 Composure or +1 Initiative.
A: Shivers, Hunker Down
B: +1 Grit, Focus Fire, Longshot
C: Ranger Scent
D: Eye of the Needle

A: Shivers
You can survey a creature for a minute to determine its Attack stat and how many attacks it has.
You always know when you're being covertly followed or observed, though you don't automatically know who's doing it or where they are. When combat or a similar crisis breaks out, you can take a single retroactive movement action before hostilities begin.

A: Hunker Down
Some call it cowardice, but cowards live. If you end your combat turn in cover and haven't attacked, you increase the cover's PT bonus by 1 until you attack or leave.

B: Focus Fire
You can make ranged Team-Up Attacks with two allies at once.

B: Longshot
You don't suffer penalties to hit from long range.

C: Ranger Scent
Choose two things that are tangible and objective. Humans, wild mammals, wine, firearms, poison, and uranics would all be fine choices; lifeforms, love, good wine, and Futurists would not. You can detect those things by smell at a range of 60' for general detection and 30' for precise location, possibly further for especially potent sources.

D: Eye of the Needle
You can make a special execution attack as a double action. You must have surveyed the target with Shivers, and it must be either off-guard or somehow restrained. The attack hits automatically and deals double damage.