The Big Game Hunter

By the end of Journeyman, the Big Game Hunter has all of the basics of their Profession – hunting, dealing with logistics, and handling themselves in the wilderness. It’s time to become a legend, to move up from a hunter with a few trophies to someone they’ll tell stories about for the next three generations.

At Warden, the Big Game Hunter gains three Skills with their rifle that will create those stories. Long Shot removes the penalty for distance, greatly increasing the odds of making the shot. Second Shot allows another round to be let off in case the first merely wounds the beast. True Shot insures a clean kill, but at a cost in karma that may be considerable. Other Skills grant some control over the quarry, at least in determining when and where the animals will run. And of course, by this time the Big Game Hunter is well aware that certain off the books payments may be required, and learns the Skill necessary to handle that deftly and with subtlety. The character has also learned that blending into the wilderness isn’t a matter of sight so much as smell, and gains the ability to disguise their scent in case the breeze shifts and they’re suddenly upwind of the lions.

At Master, the Big Game Hunter achieves their final expertise with their weapon, being able to let off multiple shots in a single combat round with a good chance of each one striking home, and to fire without having time to aim and still quite likely hit the target. They toughen up like old boots, with Skills that let them keep slogging on regardless of injury and fatigue. Not to totally ignore the social aspect, they can also leave the memory of themselves and their exploits indelibly etched into the minds of those they meet. Finally, if they’re willing to pay the considerable cost involved, they can make a shot impossible for anyone less experienced, that leaves the audience gawping in amazement.

Skills and Abilities

  • Warden
    • Core Skills
      • Frighten Animals, Leadership, Long Shot, Resist Taunt, Second Shot, Steely Stare, True Shot
    • Optional Skills
      • Animal Companion Durability, Bribery, Command, Incite Stampede, Knowledge (History), Lion Spirit, Resist Pain
    • Abilities
      • The character gains +1 to their Social Defense.
      • The character gains +1 Recovery Test per day.
      • The character may use Karma for DEX-only Tests.
      • Spoor of the Beast: The Big Game Hunter can change their scent, using locally available materials, so that they smell like a local animal of their choice. This ability may be used to blend in, to challenge, or to draw animals. Antelope do not spook and run when they smell another antelope approaching. Lions will go on alert and prepare to fight if they smell another lion in the area, but will begin stalking if they think a lone prey animal is nearby.
  • Master
    • Core Skills
      • Dominate Beast, Lasting Impression, Multi-Shot, Perfect Focus, Snap Shot
    • Optional Skills
      • Critical Hit, Detect Trap, Disarm Trap, Relentless Recovery, Unflinching Fortitude
    • Abilities
      • The character’s base Karma Step increases by +1.
      • The character’s Max Karma increases by 15 points.
      • A Fly’s Wing at a Hundred Yards: For 6 Strain, the Big Game Hunter may use Long Shot and True Shot together, with Long Shot’s range extension increased by +2 (even if this puts the effective Rank over 15) and True Shot’s Test increased by +2. This automatically counts as an Impressive Display for any onlookers.


  • The Knowledge Skills listed use the standard definitions and mechanics, as described in the Skills chapter, with the following exception.
    • The Knowledge (History) Skill at the Warden Tier should be applied to the region where the Big Game Hunter spends most of their time. For example, if the Big Game Hunter resides primarily in Africa, the Skill should be defined as Knowledge (African History).