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Scout

From Curious Pastimes Wiki

Some are hunters or keen-eyed trackers, some spies gathering vital intelligence behind enemy lines; some are skilled sappers and siege engineers, or experts at reading people and uncovering secrets. 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 prevail.

Most scouting skills align with four broad paths:

  • Theft and treachery
  • Tracking and woodcraft
  • Influencing others
  • Battlefield engineering

Many Scouts, of course, dabble with multiple paths.

Advice for Scout Characters

Ranger or Scoundrel skill is essential - 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 for staying on your feet. Resist Poison is useful for beastmasters risking venomed bites or for thieves fearing treachery alike, while Iron Body can aid in escape or endurance.

Those seeking an extra edge may dabble in Alchemist for brewing poisons or useful potions, while investigators benefit from Evaluate to assess evidence and objects of interest. Diplomats and spies will find Intuition opens up a wealth of information-gathering skills. 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.

Stamina

Most scout skills draw on a pool of stamina representing reserves of willpower, determination and focus.

Certain general and archetype skills grant stamina points — 5 per day per skill:

  • No primary archetype: 15 stamina cap (can benefit from up to 3 skills)
  • Scout archetype: 30 stamina cap (can benefit from up to 5 skills)

Once a character has purchased a skill that grants stamina, they can purchase Extra Stamina to increase their stamina up to their archetype cap.

Characters should have a visible means of tracking their stamina points and keep it on their person at all times.

See Stamina for full details, including which skills grant stamina points.

Scout Skills

No character can learn more than one Pinnacle skill (marked with * below).

Combat Engineer

Skill Name Points Cost Prerequisites Use
Device Proficiency 5 Scoundrel Stamina
Arcane Saboteur 8 Device Proficiency and Sense Magic Stamina
Sapper 5 Device Proficiency Stamina
Trapper 6 Ranger Stamina
Siege Weapons 4 Projectile Weapons Permanent
Siege Engineer 6 Siege Weapons Permanent

Politician

Skill Name Points Cost Prerequisites Use
Battlefield Insight 5 Intuition Stamina
Detect Lies 6 Intuition Stamina
Diplomat's Insight 6 Intuition Stamina
Subterfuge 5 Scoundrel Stamina
Friendly Face 8 Diplomat's Insight Stamina
Silver Tongue* 8 Detect Lies Stamina

Rogue

Skill Name Points Cost Prerequisites Use
Chameleon 6 Ranger or Scoundrel Stamina
Move in Cover 10 Chameleon Stamina
Device Proficiency 5 Scoundrel Stamina
Arcane Saboteur 8 Device Proficiency and Sense Magic Stamina
Subterfuge 5 Scoundrel Stamina
Scrapper 6 Scoundrel Stamina
Poison Aptitude 6 Scrapper Permanent
Maverick* 12 Scrapper Stamina

Woodcraft

Skill Name Points Cost Prerequisites Use
Beast Empathy 6 Ranger Stamina
Beast Command 8 Beast Empathy Stamina
Chameleon 6 Ranger or Scoundrel Stamina
Move in Cover 10 Chameleon Stamina
Tracking Proficiency 5 Ranger Stamina
Pathfinder 8 Tracking Proficiency Stamina
Trapper 6 Ranger Stamina
Hunter's Insight 8 Ranger and Intuition Stamina
Hunter's Mark* 12 Hunter's Insight Stamina
Harrier 6 Ranger Stamina Access
Talon* 12 Harrier Stamina

Armour

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

Resistances

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

The four scout study paths are not defined by individual skills but by a scout's role or profession. As such, there is some overlap between paths (e.g. both rogues and politicians are skilled liars, and both survivalists and rogues are trained in stealth). When a scout completes a research project that could come under multiple paths, they should discuss with the research referee which path they are advancing.

Much study as a scout involves improving existing skills (using them more often, overcoming their limitations, extending durations etc.) rather than devising new abilities. There are exceptions: developing an Arcane Saboteur rite to slip through a ritual circle ward, for instance, or a Beast Command technique to summon a wild animal.

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