Path of the Rover

The Path of the Rover wanders the land, sea, and sky. Rovers can be rangers, aeronauts, or simple drifters, but they're never in one spot for too long. This Path is recommended for PER- and WIS-focused generalists who want to provide a range of utility and combat support, making additional use of AGI, CHA, and the environment around them.

**Requirements:** Instinct (Fighter)

**Path Completion Bonus**: +1 Perception OR +1 Wisdom

## Core Abilities

**Rover's Companion**

**Cost**: 300 XP

**Expedited for**: Alertness, Charm

**Activation**: Passive

You have a pet companion who travels with you and fights alongside you. See Rover's Companion for details.

**Aeronaut's Training**

**Cost**: 300 XP

**Expedited for**: Alacrity, Finesse, Science

**Activation**: Passive

Gain +2 to checks made to operate or drive boats, airships, or other modes of transportation.

**Gut Feeling**

**Cost**: 300 XP

**Expedited for**: Science

**Activation**: Free Reaction, 1 MP

This ability is usable when deciding between multiple courses of action. The GM secretly rolls 1d6. If the result is less than your Wisdom, the GM reveals which course of action is most likely to result in a good outcome. Otherwise, the GM names a course of action at random.

**Survival Instincts**

**Cost**: 300 XP

**Expedited for**: Alertness

**Activation**: Free Reaction, 1 Vim

When you use this ability, you detect the presence of hostile or dangerous entities within 30 meters, even if they are invisible or otherwise undetectable. Within PER meters, you can determine their exact location.

**Pet-Friendly**

**Cost**: 300 XP

**Expedited for**: Charm

**Activation**: Passive

Gain +2 when making a CHA check versus beasts.

**Terrain Expert**

**Cost**: 300 XP

**Expedited for**: Alertness

**Activation**: Passive

When you purchase this ability, choose an environment type, such as cities, forests, seas, or caves. This is your Dominion. Your Perception is doubled in your Dominion.

**Cunning Evasion**

**Cost**: 300 XP

**Expedited for**: Alertness, Alacrity

**Activation**: 1 Reaction, 4 Vim

Gain PER Alerts.

**Camouflage Expert**

**Cost**: 300 XP

**Expedited for**: Science

**Activation**: Passive

Add your WIS to Agility checks made to be stealthy.

**All-Terrain Traveler**

**Prerequisite**: **Terrain Expert**

**Cost**: 400 XP

**Expedited for**: Alacrity

**Activation**: Passive

Gain +1 Speed and +2 to checks made to climb. This bonus is doubled in your Dominion.

**Worldly Knowledge**

**Cost**: 300 XP

**Expedited for**: Science

**Activation**: Passive

Add your WIS to Intelligence checks about local fauna, flora, and geography. This bonus is doubled in your Dominion.

**Night Drifter**

**Cost**: 300 XP

**Expedited for**: Alertness

**Activation**: Passive

Add your PER to all damage rolls while in darkness.

**Anticipation**

**Cost**: 300 XP

**Expedited for**: Alertness

**Activation**: Passive

Gain PER Initiative.

**Field Medic**

**Prerequisite**: **Terrain Expert**

**Cost**: 400 XP

**Expedited for**: Science

**Activation**: 1 Action, 4 Vim

Heal yourself or an adjacent ally 1d6+WIS HP. The amount healed is doubled in your Dominion.

**Scout's Flute**

**Cost**: 300 XP

**Expedited for**: Science, Charm

**Activation**: 1 Action

You use your Scout's Flute to mimic a particular sound, such as a bird call or boat horn. The sound is audible within 100 \* WIS meters and can be used to create distractions, communicate with allies, and other creative uses. Add your WIS to CHA checks made related to your Scout's Flute.

**Hardened Hiker**

**Prerequisite**: **Terrain Expert**

**Cost**: 400 XP

**Expedited for**: Alacrity

**Activation**: Passive

Gain 1 Armor permanently. This increases to 3 Armor in your Dominion.

**Unseen Advantage**

**Cost**: 300 XP

**Expedited for**: Alacrity, Alertness, Science

**Activation**: Passive

At the start of each Encounter, gain the buff *Unseen Advantage*: +PER on all damage rolls. This buff is lost when you are attacked with impact.

**Clever Maneuver**

**Cost**: 300 XP

**Expedited for**: Alacrity, Alertness, Science

**Activation**: 1 Action, 3 Vim

Move up to Speed + WIS meters, ignoring any Speed penalties and debuffs.

**Well-Rounded Explorer**

*This ability is not required for the Path Completion Bonus.*

**Prerequisite**: Path Completion of Path of the Rover

**Cost**: 300 XP

**Expedited for**: Alacrity, Alertness, Science, Charm

**Activation**: Passive

Gain +1 to Perception, Wisdom, Agility, or Charisma, whichever is lowest (you choose on ties).

## Course of Heroism

**Supportive Spotter**

*This ability is not required for the Path Completion Bonus.*

**Prerequisite**: Course of Heroism

**Cost**: 400 XP

**Expedited for**: Alertness

**Activation**: Passive

Whenever you succeed a Perception check and communicate your findings to your allies, they are Supported.

**Terrain Guide**

*This ability is not required for the Path Completion Bonus.*

**Prerequisite**: Course of Heroism, **Terrain Expert**

**Cost**: 400 XP

**Expedited for**: Alertness

**Activation**: Passive

While in your Dominion, your allies are Supported while they are adjacent to you.

**Companion's Companion**

*This ability is not required for the Path Completion Bonus.*

**Prerequisite**: Course of Heroism, **Rover's Companion**

**Cost**: 400 XP

**Expedited for**: Alertness, Charm

**Activation**: Passive

At the start of your turn, your Companion gains 1 Action for each time you are Supported.

## Course of Combat

**Improved Cover**

*This ability is not required for the Path Completion Bonus.*

**Prerequisite**: Course of Combat

**Cost**: 400 XP

**Expedited for**: Alertness

**Activation**: Passive

While you are taking Cover, Evade all ranged attacks that go through the Cover unless triples are rolled on the damage roll.

**Cover Expert**

*This ability is not required for the Path Completion Bonus.*

**Prerequisite**: Course of Combat

**Cost**: 400 XP

**Expedited for**: Alertness, Alacrity

**Activation**: Passive

*You've learned to fight around cover.*

While you are taking Cover, gain 6 Armor against attacks that go through the Cover.

**Wait For It**

*This ability is not required for the Path Completion Bonus.*

**Prerequisite**: Course of Combat

**Cost**: 400 XP

**Expedited for**: Alertness, Finesse

**Activation**: Attack, 2 Vim

*When shooting at a creature who has cover, you wait for them to show a limb before firing.*

This attack ignores all effects of Cover.

## Course of Conditions

**Tranquilizer Dart**

*This ability is not required for the Path Completion Bonus.*

**Prerequisite**: Course of Conditions

**Cost**: 400 XP

**Expedited** **for**: Alertness, Finesse, Science

**Activation**: Passive

WIS times per Rest, you may throw a **Tranquilizer Dart** as a Thrown Weapon or fire it through a Rifle. The dart deals no damage and is effective only against beasts. On a direct hit against a beast target, they lose 1 Alert, become fatigued, and take a -2 Speed stacking debuff. If your Accuracy is at least double their Vim, they take these effects twice.

**Rover's Endurance**

*This ability is not required for the Path Completion Bonus.*

**Prerequisite**: Course of Conditions

**Cost**: 400 XP

**Expedited** **for**: Alacrity

**Activation**: Passive

Negate the first time per Rest that you would be fatigued.

## Course of Damages

**Environmental Skirmisher**

*This ability is not required for the Path Completion Bonus.*

**Prerequisites**: Course of Damages, **Terrain Expert**

**Cost**: 500 XP

**Expedited for**: Alertness

**Activation**: Passive

Whenever you give a debuff to a non-unique Cog which reduces their Accuracy, damage, or Speed, the amount reduced is multiplied by 2, or 3 if they are in your Dominion.

**Smell of Blood**

*This ability is not required for the Path Completion Bonus.*

**Prerequisite**: Course of Damages

**Cost**: 400 XP

**Expedited for**: Alertness

**Activation**: Passive

Gain +20 Accuracy and +3 damage against bleeding targets.

## Course of Bounty

**Survivalist Scavenger**

*This ability is not required for the Path Completion Bonus.*

**Prerequisites**: Course of Bounty

**Cost**: 400 XP

**Expedited for**: Science

**Activation**: Passive

When you roll to loot for beasts or flora, add your WIS to the result.

## Course of Surroundings

**All-Terrain Training**

*This ability is not required for the Path Completion Bonus.*

**Prerequisite**: Course of Surroundings

**Cost**: 400 XP

**Expedited for**: Alertness, Alacrity

**Activation**: Free Action, 2 Vim

Your next Move action ignores rough terrain.

**Surrounding Survey**

*This ability is not required for the Path Completion Bonus.*

**Prerequisite**: Course of Surroundings

**Cost**: 400 XP

**Expedited for**: Alertness

**Activation**: 1 Reaction, 3 Vim

You attempt to identify a useful environmental object. Name a type of Environmental Object which does not exist in the Scene. If such an object could reasonably exist in this location, the GM places one within 30 meters of you. Objects may take up more than 1 hex, for example, a patch of Slippery ground may be several hexes in radius, at the GM's discretion.

**Duck and Cover!**

*This ability is not required for the Path Completion Bonus.*

**Prerequisite**: Course of Surroundings

**Cost**: 400 XP

**Expedited for:** Alacrity

**Activation**: 1 Reaction

This ability is usable in response to being targeted by a ranged attack. Move up to 3 meters such that you gain Cover against the attack, then drop prone and continue resolving the attack using Cover. This ability can't be used if no hex within 3 meters would grant Cover against the attack.