Add :eB: per rank of Stalker to all Stealth and Coordination checks.
Gain +2 Wound Threshold
Remove :eK: per rank of Outdoorsman from checks to move through terrain or manage environmental effects. Decrease overland travel times by half.
Remove :eK: per rank of Expert Tracker from checks to find tracks or track targets. Decrease time to track a target by half.
After hitting with a combat check, may spend :e^: :e^: to disorient target for a number of rounds equal to ranks in Disorient.
When this character or an ally in Short range takes cover, he increases Soak against ranged attacks by 1 per rank of Prime Positions until he leaves that cover.
Once per encounter as an incidental, may create a trap, Any other character who moves to Engaged range of the trap must make an opposed Vigilance vs. Survival check to avoid it.
Gain +1 Strain Threshold
When targeted in combat, may use a Dodge incidental. Suffer Strain no greater than ranks in Dodge to upgrade the difficulty of the attack by that number.
This character and allies within Short range add :e^: to combat checks while benefiting from cover.
Add +1 damage to one hit of successful combat checks against disoriented targets per rank of Prey On The Weak.
When in the wilderness, the character may make a (-) Survival check (instead of Discipline or Cool) to recover Strain at the end of an encounter.
Gain +1 to a single Characteristic. This cannot bring a characteristic above 6.
Once per round while in cover, may perform the Ambush maneuver. Add damage equal to Stealth skill to one hit of next successful combat check against a target within Short range.
Career skills: Athletics, Medicine, Survival, Knowledge 9Warfare), Brawl, Melee, Ranged (Light), Ranged (Heavy)
Spec skills: Perception, Stealth, Survival, Knowledge (Outer Rim)