Hunters stalk pray across the wilderness, known for their great accuracy and skill at bringing down their targets. They take many forms but are often seen moving across the great plains bow in hand, quarry thrown across their shoulder.
Range Combat Style (Slotted Ability): You may choose one Ranged style for spike damage of Range 1.
Additional Range Style: You may choose another range style for spike damage.
[Type] Style Mastery: +1 to spike damage for specified style.
Range [Type] Technique: Choose one range spike technique which you can call in place any Spike damage. (Rebuy for different Techniques)
Marksman (slotted ability): Increase Damage by 1 for any ranged weapon attack.
Headshot: Increase heroic strike damage by 5 for any range attack.
Flurry of Shots: Repeat any Range Spike or Heroic attack once more.
Snap Shot: 1 spirit: Convert a Range Weapon attack to Core.
Cleaving Strike: Convert a Range delivery to a Core delivery for 1 spirit. If you are using a whip or chain weapon prop remove the spirit cost.
Warning Shot: Fire a shot into the air. Replace your next ranged attack with Fear.
Flare Shot: You may fire a shot at a location, place a light prop at the location where it lands, and call Area Quick Blind.
Monster Hunter (slotted ability): 15 second sync to ask Othersense Detect X Vulnerability where X is whatever you want to know.
Antipathy: May use symbols instead of a 15 second sync.
Hunter's Triumph: Spend 1 spirit and 15 seconds RP to call the vulnerability element for the duration of the encounter.
Hunter's Mark (slotted ability): When a target you are watching goes invisible, you may spend 2 Spirit and See Invisible for 30 Seconds.Hunter's Eye: You may Self Aura See Invisibility instead.
Hardened Eye: You may Self Imbue See Invisibility instead.
Perfect Eye: You do not need to see a target go invisible to apply Hunter's Mark skills.
Hunting Party: You may spend 1 Deep Spirit and grant Imbue See Invisibility to a target.
Heroic Assault (slotted ability): Choose a Range Heroic Attack. (Rebuy for different Heroic Attacks) (Upgrades are bought separately for each Heroic Attack)
[Type] Technique: Choose one range heroic technique which you can call in place any Heroic damage. (Rebuy for different Techniques)
Shot through the Heart: Spend 1 spirit. Next Heroic Strike is now Core.
Internal Ricocheting: Increase Heroic Strike damage by 5
Take That! And That!: Combo once more for heroic strike
Exhausting Haste: Spend 1 spirit to reduce RP time from 15 seconds to 5 seconds. Take Exhaustion afterwards.
Great Hunt (slotted ability): You may assemble a group of four individuals who will hunt with you. All of you may gain Imbue Spike Damage+1 while you hunt together against a specific target.
End of the Hunt: You may convert loot cards for anyone in your group into DXP. Common: 1 DXP, Uncommon: 3 DXP, Rare: 5 DXP, Legendary: 7 DXP, Artifact: 14 DXP
Hero of Legend (slotted ability): This ability allows you to slot all Heroic Assault abilities in a single slot and use all upgrades from one type of Heroic Assault to other applicable Heroic Assaults. Ranged Heroic Upgrades would apply to all Ranged Heroic Assaults instead of just one, but Melee Heroic Upgrades may not be applied to Ranged Heroic Assaults with this skill.
Track the Wounded: Bid Tracking on any target you hit for damage
Eagle Eyes: Bid Heightened Sight
Capture: You may touch a prone or willing target and spend 1 minute Roleplaying binding them. After this is finished, declare the target “Captured”, and allow the NPC to return to the NPC Pool. Before the event is over, you may see staff to roleplay with that target.
Sense Motive: You may roleplay watching a target for 1 minute, and then ask “Othersense: What Emotion are you under?”.
Interrogation: You must touch a target for 5 minutes, and ask whether a something they have said in that 5 minutes is true, a lie, or an obfuscation.
Skinner: You may spend 15 Seconds over a target that has not yet been looted, and call banish to gain 1 Meat or Fur where appropriate to target.
Evasion: You may spend 1 Fur to lay down false tracks. These will distract from people trying to track your footsteps. You must bid this before they bid tracking.
Aim: Sync for 5 seconds while moving at slow, next strike Spike. Cooldown: None.
Braced: Kneel down. Cooldown: 2 attacks or 5 seconds (bow or gun)
Sly: Stand behind the line of your target's shoulders. Cooldown: 2 attacks or 5 seconds
Slayer: Enemy makes an offensive non-damage effect call. Cooldown: 2 attacks or 5 seconds
Opportune: Ally makes an offensive non-damage effect call on target. Cooldown 2 attacks or 5 seconds
Quickdraw: Do not make contact with stowed projectile weapon for 15 seconds.
Run and Gun: Run laterally for at least 3 steps to get Spike damage. Cooldown 2 attacks or 5 seconds
Hip Shot: Fire from the hip without sighting to get Spike damage. Cooldown 2 attacks or 5 seconds
Break Technique: You may replace spike damage with Break
Sunder Technique: You may replace spike damage with Sunder
Silencing Technique: You may replace spike damage with Silence
Crippling Technique: You may replace spike damage with Long Slow
Trip Technique: You may replace spike damage of with Trip
Stagger Technique: You may replace spike damage with Stagger
Shove Technique: You may replace spike damage with Shove
Intimidation Technique: You may replace spike damage with Pacify
Heroic Marksman: Lie Prone for 15 seconds roleplaying taking aim. Your next strike is a heroic strike of Range 5.
Epic Soliloquy: Speak a verbal soliloquy aloud for 15 seconds, invoking whatever higher powers, ancestors, or swear words you desire. Continue your verbal soliloquy as you approach your target. Your next strike is a heroic strike of Range 5.
Careful Prep: Spend 15 seconds tinkering with your gun. Your next strike is a heroic strike of Range 5.
Dodge This: Plant your feet, taunt an enemy to attack you, if they take a shot/swipe at you and miss, your next shot is heroic.
Action Movie: Jump in the air, fire a bullet while in the air, take trip as soon as you land. You get your heroic strike before you stand back up. Shot in the air does not have to hit.
Die! Mother F$%&er Die!: Fire four shots with an accompanying four word phrase for each bullet, to the effect of "Die Mother F$5%er die!" If any of the projectiles hit, the 5th shot is heroic.
Gut Shot: You may replace your heroic strike with Pain
Beanbag Shotgun: You may replace your heroic strike with Knockout
Hand Shot: You may replace your heroic strike with Disarm
Weak Point: You may replace your heroic strike with Shatter
Blastback: You may replace your heroic strike with Repel
Drotha Cutters: You may replace your heroic strike with Sever (Bow Only)