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==Scout==

Some are assassins or pickpockets, some trackers or hunters; some are artful saboteurs, or skilled in siege engines and battlefield traps. But scouts all have one thing in common: lacking either powerful magic or great might, they must rely on their talents and their wits to survive.
Some are assassins or pickpockets, some trackers or hunters; some are artful saboteurs, or skilled in siege engines and battlefield traps. But scouts all have one thing in common: lacking either powerful magic or great might, they must rely on their talents and their wits to survive.


Most scouting skills align with four main paths:
Most scouting skills align with two main paths: scoundrels skilled in stealth and deceit, masters of the hidden blade and the broken lock; or rangers more at home in the wilderness than the cities, friend to beasts and caretakers of the forests. Many scouts, of course, dabble with both paths.
:*'''Diplomat:''' Glib and charming, skilled in influencing others;
:*'''Scoundrel:''' Skilled in deceit and theft, masters of the hidden blade and the broken lock;
:*'''Ranger:''' More at home in the wilderness than the cities, friend to beasts and caretakers of the forests; or
:*'''Stealth:''' Both rangers and scoundrels are skilled at vanishing into their surroundings.

Many Scouts, of course, dabble with multiple paths.


==Advice for Scout Characters==
====Advice for Scout Characters====


[[Ranger]] or [[Scoundrel]] skill is essential, of course – if not both – and most learn at least a couple of the skills branching off these two, below. Any scout will tend to eschew noisy heavy armour, so [[Body Development]] is invaluable. [[Resist Poison]] is useful for beastmasters risking venomed bites or for thieves fearing treachery alike, while [[Iron Body]] can aid in escape.
[[Ranger]] or [[Scoundrel]] skill is essential, of course – if not both – and most learn at least a couple of the skills branching off these two. Any scout will tend to eschew noisy heavy armour, so [[Body Development]] is invaluable. [[Resist Poison]] is useful for beastmasters risking venomed bites or for thieves fearing treachery alike, while [[Iron Body]] can aid in escape.


Assassins may dabble in [[Alchemy]] for brewing their own poisons, while thieves will benefit from [[Evaluate]] to determine which treasures are worth stealing. One of the greatest assets of any scout is surprise – most scouts will take at least some skills their enemies don’t expect, especially magic.
Assassins may dabble in [[Alchemist]] for brewing their own poisons, while thieves will benefit from [[Evaluate]] to determine which treasures are worth stealing. One of the greatest assets of any scout is surprise – most scouts will take at least some skills their enemies don’t expect, especially magic.


==Scout Skills==
==Scout Skills==


No character can learn both [[Hunter's Mark]] and [[Killing Blow]] (both marked with a * below).
[[File:Scout Skill Tree 1.png|border]]
[[File:Scout Skill Tree 2.png|border]]


{{Scout Skills}}
'''Scoundrel'''

{| class="wikitable"
! Skill Name !! Points Cost !! Prerequisites
|-
| [[Treacherous Blow]] || 5 || [[Scoundrel]]
|-
| [[Dirty Fighting]]|| 6 || [[Treacherous Blow]]
|-
| [[Killing Blow]] || 12 || [[Treacherous Blow]]
|-
| [[Knockout Blow]] || 10 || [[Treacherous Blow]]
|-
| [[Poisoned Blow]] || 8 || [[Treacherous Blow]]
|-
| [[Device Proficiency]] || 5 || [[Scoundrel]]
|-
| [[Wardbreaker]] || 8 || [[Device Proficiency]]
|-
| [[Subterfuge]] || 8 || [[Scoundrel]]
|-
| [[Chameleon]] || 6 || [[Scoundrel]]
|-
| [[Move in Cover]] || 10 || [[Scoundrel]]
|}

'''Ranger'''

{| class="wikitable"
! Skill Name !! Points Cost !! Prerequisites
|-
| [[Beast Empathy]] || 6 || [[Ranger]]
|-
| [[Beast Command]] || 8 || [[Beast Empathy]]
|-
| [[Tracking Proficiency]] || 5 || [[Ranger]]
|-
| [[Trapper]] || 6 || [[Ranger]]
|-
| [[Chameleon]] || 6 || [[Ranger]]
|-
| [[Move in Cover]] || 10 || [[Ranger]]
|}

'''Projectile Weapons'''

{| class="wikitable"
! Skill Name !! Points Cost !! Prerequisites
|-
| [[Siege Weapons]] || 4 || [[Projectile Weapons]]
|-
| [[Siege Engineer]] || 6 || [[Siege Weapons]]
|}

'''Resistencies'''

{| class="wikitable"
! Skill Name !! Points Cost !! Prerequisites
|-
| [[Immune to Body Effect]] || 6 || [[Iron Body]]
|-
| [[Immune to Disease]] || 4 || [[Resist Disease]]
|-
| [[Immune to Poison]] || 5 || [[Resist Poison]]
|}

'''Note:''' Maximum of 3 immunities

'''Light Armour'''

{| class="wikitable"
! Skill Name !! Points Cost !! Prerequisites
|-
| [[Medium Armour]] || 2 || [[Light Armour]]
|}


==Scout Study Paths==
==Scout Study Paths==


Much of the study available to scouts is grounded in training in the various skills listed above, and in further improvements in those skills; but characters may find scope for researching different or exceptional applications of those skills.
Much of the study available to scouts is grounded in [[Training]] in the various skills listed above, and in further improvements in those skills; but characters may find scope for [[Research]]ing different or exceptional applications of those skills.


Study paths include the following:
Study paths include the following:


:*Stealth
====Stealth====
:*Treachery
:*Traps and Locks
:*Beasts
:*Tracking
:*Trapper

===Stealth===


Whether thieves in cities or rangers roving the wilderness, subtle movement is the keyword of the whole scout archetype. Scouts can train to use [[Chameleon]] and [[Move in Cover]] more often, to travel further under cover or to retain concealment when breaking cover. With research, they can extend this subtlety to a supernatural degree, concealing themselves even to magical detection; the true masters of this discipline are said to be able to become shadows, or assume the forms of plants or trees.
Whether thieves in cities or rangers roving the wilderness, subtle movement is the keyword of the whole scout archetype. Scouts can train to use [[Chameleon]] and [[Move in Cover]] more often, to travel further under cover or to retain concealment when breaking cover. With research, they can extend this subtlety to a supernatural degree, concealing themselves even to magical detection; the true masters of this discipline are said to be able to become shadows, or assume the forms of plants or trees.


===Treachery===
====Treachery====


As deadly as it is unexpected, the rogueish skill of the sudden blade or cosh (per [[Treacherous Blow]] and its specialisms) can be trained to work more often, to make more efficient use of blade venoms, or to bypass even magical defences. Research can unlock different applications of [[Dirty Fighting]] to confuse, blind, distract or paralyse opponents.
As deadly as it is unexpected, the rogueish skill of the sudden blade or cosh (per [[Treacherous Blow]] and its specialisms) can be trained to work more often, to make more efficient use of blade venoms, or to bypass even magical defences. Research can unlock different applications of [[Dirty Fighting]] to confuse, blind, distract or paralyse opponents.
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True masters boast of being able to steal life from their victims, or to kill even creatures that elude death.
True masters boast of being able to steal life from their victims, or to kill even creatures that elude death.


===Traps and Locks===
====Traps and Locks====


Although often overlooked, cracking locks, breaking traps and sabotaging mechanisms can too often be the difference between success and failure. Scouts devoted to this path train to use [[Device Proficiency]] more often or more swiftly, or to overcome exotic or unfamiliar devices. The mysteries of the [[Wardbreaker]] skill take this into the realms of mysticism, bypassing all manner of wards and opening mystical portals.
Although often overlooked, cracking locks, breaking traps and sabotaging mechanisms can too often be the difference between success and failure. Scouts devoted to this path train to use [[Device Proficiency]] more often or more swiftly, or to overcome exotic or unfamiliar devices. The mysteries of the [[Wardbreaker]] skill take this into the realms of mysticism, bypassing all manner of wards and opening mystical portals.


The greatest claim to be able to steal across the border between worlds.
The greatest claim to be able to steal across the border between ''worlds''.


===Beasts===
====Beasts====


Many Rangers are the siblings of all wild things, using [[Beast Empathy]] and [[Beast Command]] to control simple animals. Aside from training to use these skills more often, some can learn to speak the tongues of beasts, or to summon them from the wilderness to serve them. Some, it is whispered, even learn to assume bestial traits themselves, growing claws or thicker hides – perhaps even to transform into beasts altogether.
Many Rangers are the siblings of all wild things, using [[Beast Empathy]] and [[Beast Command]] to control simple animals. Aside from training to use these skills more often, some can learn to speak the tongues of beasts, or to summon them from the wilderness to serve them. Some, it is whispered, even learn to assume bestial traits themselves, growing claws or thicker hides – perhaps even to transform into beasts altogether.


===Tracking===
====Tracking====


Beyond the [[Tracking Proficiency]] skill is the potential for further knowledge: to follow even older tracks or gain greater insights into their targets, or to make their prey in their souls so they can follow them even where there are no tracks. Some trackers are said to gain a mystical insight into their environment, communing with the spirits of nature to learn about the movements of others.
Beyond the [[Tracking Proficiency]] skill is the potential for further knowledge: to follow even older tracks or gain greater insights into their targets, or to make their prey in their souls so they can follow them even where there are no tracks. Some trackers are said to gain a mystical insight into their environment, communing with the spirits of nature to learn about the movements of others.


===Trapper===
====Trapper====


Whether they set traps to snare animals for meat or hides, or seek to litter battlefields with hazards, trappers are skilled in setting the world against their foes. With research, Trappers can improve on existing designs, or design new traps – they cannot duplicate the intricate mechanisms of a mechanician, but with some care they can even incorporate flasks of poison gas or trigger magical charms.
Whether they set traps to snare animals for meat or hides, or seek to litter battlefields with hazards, trappers are skilled in setting the world against their foes. With research, Trappers can improve on existing designs, or design new traps – they cannot duplicate the intricate devices of a mechanician, but with some care they can even incorporate flasks of poison gas or trigger magical charms.


==Example Scout Characters==
==Example Scout Characters==


'''Assassin'''
====Assassin====


Dragging themselves up from the streets in a major city, the assassin became a murderer for hire. They pay only lip service to the faction they travel with – those who can afford their services know how to reach them. They have the skills they need to close in on their prey and strike when least expected, for the most deadly effect.
Dragging themselves up from the streets in a major city, the assassin became a murderer for hire. They pay only lip service to the faction they travel with – those who can afford their services know how to reach them. They have the skills they need to close in on their prey and strike when least expected, for the most deadly effect.
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'''Description:''' No make-up; dark, close-fitting clothes including light leather armour and a cloak, and a short sword and several daggers worn about the body.
'''Description:''' No make-up; dark, close-fitting clothes including light leather armour and a cloak, and a short sword and several daggers worn about the body.


====Ranger====

'''Ranger'''


Born of a tribe of self-appointed guardians of the wilderness, the ranger is a skilled hunter and tracker, able to slip into the trees and disappear. While their duty – and their devotion – is to the forest of their birth, they’re travelling with the warband for a time to see more of the world.
Born of a tribe of self-appointed guardians of the wilderness, the ranger is a skilled hunter and tracker, able to slip into the trees and disappear. While their duty – and their devotion – is to the forest of their birth, they’re travelling with the warband for a time to see more of the world.
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'''Description:''' Pointed ears and a stripe of greenish-white across the eyes; rugged clothing including leather armour and a cloak in greens and browns, with a bow and a quiver of arrows and a light axe.
'''Description:''' Pointed ears and a stripe of greenish-white across the eyes; rugged clothing including leather armour and a cloak in greens and browns, with a bow and a quiver of arrows and a light axe.


====Treasure Hunter====

'''Treasure Hunter'''


Sent to study history at a college from a young age, the treasure hunter abandoned their studies to work in the field. Ruined temples, fallen castles, dusty tombs – all these are the stock in trade for the treasure hunter, who is a master of locks, traps and unexpected dangers.
Sent to study history at a college from a young age, the treasure hunter abandoned their studies to work in the field. Ruined temples, fallen castles, dusty tombs – all these are the stock in trade for the treasure hunter, who is a master of locks, traps and unexpected dangers.

Revision as of 21:07, 16 October 2024

Some are assassins or pickpockets, some trackers or hunters; some are artful saboteurs, or skilled in siege engines and battlefield traps. But scouts all have one thing in common: lacking either powerful magic or great might, they must rely on their talents and their wits to survive.

Most scouting skills align with four main paths:

  • Diplomat: Glib and charming, skilled in influencing others;
  • Scoundrel: Skilled in deceit and theft, masters of the hidden blade and the broken lock;
  • Ranger: More at home in the wilderness than the cities, friend to beasts and caretakers of the forests; or
  • Stealth: Both rangers and scoundrels are skilled at vanishing into their surroundings.

Many Scouts, of course, dabble with multiple paths.

Advice for Scout Characters

Ranger or Scoundrel skill is essential, of course – if not both – and most learn at least a couple of the skills branching off these two. Any scout will tend to eschew noisy heavy armour, so Body Development is invaluable. Resist Poison is useful for beastmasters risking venomed bites or for thieves fearing treachery alike, while Iron Body can aid in escape.

Assassins may dabble in Alchemist for brewing their own poisons, while thieves will benefit from Evaluate to determine which treasures are worth stealing. One of the greatest assets of any scout is surprise – most scouts will take at least some skills their enemies don’t expect, especially magic.

Scout Skills

No character can learn both Hunter's Mark and Killing Blow (both marked with a * below).

Combat Engineer

Skill Name Points Cost Prerequisites Use
Device Proficiency 5 Scoundrel Twice per day
Wardbreaker 8 Scout Archetype and Device Proficiency Permanent
Sapper 5 Artisan Special
Siege Weapons 4 Projectile Weapons Permanent
Siege Engineer 6 Siege Weapons Permanent
Trapper 6 Ranger Twice per day

Politician

Skill Name Points Cost Prerequisites Use
Detect Lies 6 Intuition Twice per day
Diplomat’s Insight 6 Intuition Twice per day
Friendly Face 8 Scout Archetype and Diplomat’s Insight Twice per day
Silver Tongue 8 Scout Archetype and Diplomat’s Insight Twice per day
Subterfuge 5 Scoundrel Twice per day

Rogue

Skill Name Points Cost Prerequisites Use
Chameleon 6 Ranger or Scoundrel Twice per day
Move in Cover 10 Scout Archetype and Chameleon Once per day
Device Proficiency 5 Scoundrel Twice per day
Wardbreaker 8 Scout Archetype and Device Proficiency Permanent
Dirty Fighting 6 Scoundrel Twice per day
Treacherous Blow 5 Scoundrel Twice per day
Killing Blow* 12 Scout Archetype and Treacherous Blow Twice per day
Knockout Blow 10 Scout Archetype and Treacherous Blow Twice per day
Poisoned Blow 8 Scout Archetype and Treacherous Blow Twice per day
Subterfuge 5 Scoundrel Twice per day

Woodcraft

Skill Name Points Cost Prerequisites Use
Beast Empathy 6 Ranger Twice per day
Beast Command 8 Scout Archetype and Beast Empathy Twice per day
Chameleon 6 Ranger or Scoundrel Twice per day
Move in Cover 10 Scout Archetype and Chameleon Once per day
Hunter’s Insight 8 Ranger Twice per day
Hunter’s Mark* 12 Scout Archetype and Hunter’s Insight Once per day
Tracking Proficiency 5 Ranger Twice per day
Pathfinder 8 Scout Archetype and Tracking Proficiency Twice per day

Armour

Skill Name Points Cost Prerequisites Use
Medium Armour 2 Light Armour Permanent

Resistences

Skill Name Points Cost Prerequisites Use
Immune to [Body Effect] 6 Iron Body Permanent
Immune to [Disease] 4 Resist Disease Permanent
Immune to [Poison] 5 Resist Poison Permanent

Note: Any character may have a maximum of 3 immunities in total.

Scout Study Paths

Much of the study available to scouts is grounded in Training in the various skills listed above, and in further improvements in those skills; but characters may find scope for Researching different or exceptional applications of those skills.

Study paths include the following:

Stealth

Whether thieves in cities or rangers roving the wilderness, subtle movement is the keyword of the whole scout archetype. Scouts can train to use Chameleon and Move in Cover more often, to travel further under cover or to retain concealment when breaking cover. With research, they can extend this subtlety to a supernatural degree, concealing themselves even to magical detection; the true masters of this discipline are said to be able to become shadows, or assume the forms of plants or trees.

Treachery

As deadly as it is unexpected, the rogueish skill of the sudden blade or cosh (per Treacherous Blow and its specialisms) can be trained to work more often, to make more efficient use of blade venoms, or to bypass even magical defences. Research can unlock different applications of Dirty Fighting to confuse, blind, distract or paralyse opponents.

True masters boast of being able to steal life from their victims, or to kill even creatures that elude death.

Traps and Locks

Although often overlooked, cracking locks, breaking traps and sabotaging mechanisms can too often be the difference between success and failure. Scouts devoted to this path train to use Device Proficiency more often or more swiftly, or to overcome exotic or unfamiliar devices. The mysteries of the Wardbreaker skill take this into the realms of mysticism, bypassing all manner of wards and opening mystical portals.

The greatest claim to be able to steal across the border between worlds.

Beasts

Many Rangers are the siblings of all wild things, using Beast Empathy and Beast Command to control simple animals. Aside from training to use these skills more often, some can learn to speak the tongues of beasts, or to summon them from the wilderness to serve them. Some, it is whispered, even learn to assume bestial traits themselves, growing claws or thicker hides – perhaps even to transform into beasts altogether.

Tracking

Beyond the Tracking Proficiency skill is the potential for further knowledge: to follow even older tracks or gain greater insights into their targets, or to make their prey in their souls so they can follow them even where there are no tracks. Some trackers are said to gain a mystical insight into their environment, communing with the spirits of nature to learn about the movements of others.

Trapper

Whether they set traps to snare animals for meat or hides, or seek to litter battlefields with hazards, trappers are skilled in setting the world against their foes. With research, Trappers can improve on existing designs, or design new traps – they cannot duplicate the intricate devices of a mechanician, but with some care they can even incorporate flasks of poison gas or trigger magical charms.

Example Scout Characters

Assassin

Dragging themselves up from the streets in a major city, the assassin became a murderer for hire. They pay only lip service to the faction they travel with – those who can afford their services know how to reach them. They have the skills they need to close in on their prey and strike when least expected, for the most deadly effect.

Skills: Chameleon (6), Light Armour (2), Scoundrel (5), Treacherous Blow (6), 1 unspent point

Description: No make-up; dark, close-fitting clothes including light leather armour and a cloak, and a short sword and several daggers worn about the body.

Ranger

Born of a tribe of self-appointed guardians of the wilderness, the ranger is a skilled hunter and tracker, able to slip into the trees and disappear. While their duty – and their devotion – is to the forest of their birth, they’re travelling with the warband for a time to see more of the world.

Skills: Chameleon (6), Light Armour (2), Projectile Weapons (6), Ranger (5), 1 unspent point

Description: Pointed ears and a stripe of greenish-white across the eyes; rugged clothing including leather armour and a cloak in greens and browns, with a bow and a quiver of arrows and a light axe.

Treasure Hunter

Sent to study history at a college from a young age, the treasure hunter abandoned their studies to work in the field. Ruined temples, fallen castles, dusty tombs – all these are the stock in trade for the treasure hunter, who is a master of locks, traps and unexpected dangers.

Skills: Device Proficiency (5), Resist Poison (5), Scholar (5), Scoundrel (5)

Description: Fine red stripes across the temples and cheeks; rugged travelling clothes, with a coil of rope and digging tools.