While the Curious Pastimes 2nd Edition ruleset is largely finalised we will continue to make minor tweaks. To provide feedback please fill in the google form located at: https://forms.gle/gJPgL9Q132Bsx6DHA

Scout: Difference between revisions

From Curious Pastimes Wiki
(Created page with "==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. 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 wilderne...")
 
Line 1: Line 1:
==SCOUT==
==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.

Revision as of 16:06, 23 April 2024

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.

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.

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.

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.

Scout Skills

Scoundrel

  • Treacherous Blow (6 points)
    • Dirty Fighting (5 points)
    • Killing Blow (12 points)
    • Knockout Blow (10 points)
    • Poisoned Blow (8 points)
  • Device Proficiency (5 points)
    • Wardbreaker (8 points)
  • Subterfuge (8 points)


Ranger

  • Beast Empathy (6 points)
    • Beast Command (8 points)
  • Tracking Proficiency (5 points)
  • Trapper (6 points)


Ranger or Scoundrel

  • Chameleon (6 points)
    • Move in Cover (10 points)


Projectile Weapons

  • Siege Weapons (4 points)
    • Siege Engineer (6 points)


Iron Body

  • Immune to Body Effect (6 points)
    • Maximum of 3 immunities


Light Armour

  • Medium Armour (2 points)


Resist Disease

  • Immune to Disease (4 points)
    • Maximum of 3 immunities


Resist Poison

  • Immune to Poison (5 points)
    • Maximum of 3 immunities


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
  • Treachery
  • Traps and Locks
  • Beasts
  • Tracking
  • Trapper


Example Scouts

Assassin (Scout)

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 (Scout)

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 (Scout)

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.