Training Packages of Stone Age Kur
Copyright Peter Mork © 2015
Falcon Hunter
Of all the creatures known to the Duwa, none is respected more for its hunting ability than the falcon. Whether working alone, in pairs, or bands, the falcon adapts its tactics to account for its allies and its prey. The Falcon Hunter emulates the falcon, patiently circling until an opening appears. Once an opportunity arises, the Falcon Hunter dispatches their prey with brutal efficiency. Most Falcon Hunters stalk animals and beasts, but some rare Falcon Hunters prefer more dangerous prey.
| Category or Skill | Ranks |
|---|---|
| Awareness • Perceptions | 0 |
| Sense Danger | 2 |
| Awareness • Searching | 1 |
| Observation | 1 |
| Reading Tracks | 1 |
| Surveillance | 1 |
| Tracking | 1 |
| Outdoor • Environmental | 2 |
| Foraging | 2 |
| Hunting | 2 |
| Subterfuge • Attack | 0 |
| Ambush | 1 |
| Silent Attack | 1 |
| Subterfuge • Mechanics | 1 |
| Setting Traps | 1 |
| Trap Building | 1 |
| Subterfuge • Stealth | 2 |
| Hiding | 2 |
| Stalking | 2 |
| Weapon • Bow | 2 |
| Bow | 2 |
| Weapon • Pole Arms | 1 |
| Spear | 1 |
| Cost | 53 |
Hedge Psychic
As a people, the Duwa have not yet mastered the principles of Psychic magic. However, by forsaking Met and living an ascetic life, some rare individuals are ability to manifest limited Psychic abilities. When these Hedge Psychics return to civilization, they are welcomed as seers and prophets, able to of(fer cryptic glimpses of the future. Sometimes these visions depict scenes from the far future, but more frequently the Hedge Psychic is able to provide some insight into the immediate (forseeable?) future.
| Category or Skill | Ranks |
|---|---|
| Artistic • Active | 1 |
| Tale Telling | 1 |
| Body Development | 0 |
| Exhaustion Points | 1 |
| Communications: Wrin | 1 |
| Kale (S) | 2 |
| Power Manipulation | 0 |
| Magic Ritual: Inanimate Objects | 1 |
| Magic Ritual: Other Intelligent Minds | 1 |
| Magic Ritual: Self | 2 |
| Magic Ritual: Surroundings | 2 |
| Power Point Development | 0 |
| Power Points | 2 |
| Self Control | 2 |
| Meditation | 2 |
| Mnemonics | 1 |
| Cost | 49 |
Pon Scout
The Duwa Pon are trusted with patrolling the Venat highlands against dangerous beasts and bands of Vulfen. Their scouts generally operate in small bands that include a seasoned scout, three or four veterans, and a pair of scouts being trained. This training consists of equal parts subterfuge, survival, and sensing. This triad permeates a Pon Scout's way of thinking about the world; most scouts are unable to form close bounds with anyone other than another scout.
| Category or Skill | Ranks |
|---|---|
| Athletic • Endurance | 1 |
| Scaling | 1 |
| Swimming | 1 |
| Athletic • Gymnastics | 1 |
| Climbing | 1 |
| Awareness • Searching | 2 |
| Observation | 1 |
| Reading Tracks | 2 |
| Surveillance | 2 |
| Tracking | 2 |
| Awareness • Sensese | 1 |
| Direction Sense | 1 |
| Lore • General | 1 |
| Region Lore: Own | 2 |
| Outdoor • Environmental | 2 |
| Foraging | 1 |
| Hunting | 1 |
| Star-gazing | 1 |
| Survival: Plains | 2 |
| Weather Watching | 1 |
| Subterfuge • Stealth | 2 |
| Hiding | 2 |
| Stalking | 2 |
| Technical/Trade • General | 2 |
| First Aid | 1 |
| Trailblazing | 2 |
| Cost | 61 |
Ran-jher
The Duwa must constantly contend with the threat of Calm Storms, which pacify sentient beings, leaving them as easy prey for carnivorous animals. To protect themselves from this threat, the Duwa created a society of protectors, the ran-jhers. These specialists excel at surviving on their own and locating calm storms. They mark the boundaries for safety and rescue those trapped within. Although not part of their formal training, ran-jher have access to the base lists associated with their profession.
| Category or Skill | Ranks |
|---|---|
| Athletic • Endurance | 1 |
| Distance Running | 1 |
| Sprinting | 1 |
| Athletic • Gymnastics | 1 |
| Climbing | 1 |
| Awareness • Searching | 2 |
| Reading Tracks | 2 |
| Tracking | 2 |
| Body Development | 0 |
| Concussion Hits | 1 |
| Crafts | 0 |
| Fletching | 1 |
| Wood-crafts | 1 |
| Lore • General | 2 |
| Fauna Lore | 2 |
| Outdoor • Animal | 2 |
| Riding: Draft | 2 |
| Outdoor • Environmental | 3 |
| Foraging | 1 |
| Hunting | 1 |
| Weather Watching | 1 |
| Power Point Development | 0 |
| Power Points | 1 |
| Subterfuge • Stealth | 2 |
| Hiding | 2 |
| Stalking | 2 |
| Weapon • Bow | 1 |
| Bow | 1 |
| Weapon • Pole Arms | 1 |
| Spear | 1 |
| Cost | 66 |
Testudo
Most of an Avinarc's childhood is spent learning stealth and survival skills. The Testudo is a tradition within this tradition that also stresses the importance of martial skills, both armed and unarmed. Like most Avinarc, the Testudo practice the secrets of subterfuge, but where another Avinarc would flee, a Testudo will stand and fight. Or at least return at a later time for revenge. Later in life Testudo are valued for their ability to retell their adventures as epic poems.
| Category or Skill | Ranks |
|---|---|
| Artistic • Passive | 1 |
| Poetry | 1 |
| Athletic • Gymnastics | 1 |
| Acrobatics | 1 |
| Awareness • Perceptions | 0 |
| Alertness | 2 |
| Sense Danger | 2 |
| Awareness • Senses | 1 |
| Situational Awareness: Combat | 1 |
| Martial Arts • Striking | 2 |
| Boxing | 2 |
| Martial Arts • Sweeps | 2 |
| Wrestling | 2 |
| Subterfuge • Attack | 0 |
| Ambush | 2 |
| Silent Attack | 1 |
| Subterfuge • Stealth | 2 |
| Hiding | 2 |
| Stalking | 2 |
| Weapon • Crushing | 2 |
| Sticks | 2 |
| Cost | 60 |
Tribal Leader
The Totem Tribes are organized around extended family units. Within the family, a few children are selected as potential future leaders of the tribe. These individuals are expected to lead the tribe on raids and forays when aggression is called for and to lead negotiations when peace is the order of the day. Bad blood is inevitable for more leaders will be trained than will ever be able to serve their tribe as such.
| Category or Skill | Ranks |
|---|---|
| Body Development | 0 |
| Concussion Hits | 2 |
| Crafts | 0 |
| Wood-crafts | 1 |
| Influence | 3 |
| Diplomacy | 1 |
| Intimidation | 3 |
| Trading | 2 |
| Lore • General | 2 |
| Culture Lore: Own | 2 |
| Martial Arts • Sweeps | 2 |
| Wrestling | 2 |
| Weapon • Pole Arms | 2 |
| Spear | 2 |
| Weapon • Thrown | 1 |
| Direct Thrown | 1 |
| Cost | 45 |
Walkabout
Before becoming an adult, every B'Tri must go on walkabout. Most return in a week, but some use this time to hone their survival skills on Greatbridge. There they must contend with radiation poisoning, undead, and the usual jungle hazards. When these bold souls return, their social status increases, but their lifespan is invariably lessened.
| Category or Skill | Ranks |
|---|---|
| Awareness • Perceptions | 0 |
| Sense Danger | 2 |
| Body Development | 0 |
| Concussion Hits | 1 |
| Exhaustion Points | 1 |
| Outdoor • Environmental | 3 |
| Foraging | 3 |
| Hunting | 3 |
| Survival: Jungle | 3 |
| Resistance | 0 |
| Disease Resistance | 2 |
| Weapon • Chopping | 2 |
| Axe | 2 |
| Weapon • Pole Arms | 1 |
| Spear | 1 |
| Weapon • Thrown | 2 |
| Direct Thrown | 2 |
| Cost | 58 |