Campaign of the Month: September 2013
Scouts are the vanguard, the tracker, and the brave rangers who go where others cannot. Scouts are masters of becoming one with their environment — be that the wildest primeval forest or the heart of the largest city.
Karma Ritual: To begin his Karma ritual, the Scout allows his companions to lead him blindfolded deep into the forest, about ten minutes walk from his starting point. The Scout meditates for ten minutes as he visualizes the route back to where he began, then makes the journey, still blindfolded, to his starting point. Removing the blindfold, the half-hour-long ritual is complete.
Half-Magic: A Scout may use half-magic to recognize tracks and trails left by different types of animals and Namegivers in wilderness or urban environments.
Scouts also gain access to the Navigation and Mapmaking skills (see p. 98 and p. 99) via half-magic.
|Discipline Talent: Speak Language|
|Defense: The adept adds +1 to his Physical Defense.|
|Durability (6/5) – Rank 0, see House Rules on Durability|
|Discipline Talent: Navigation|
|Discipline Talent: Scout Weaving|
|Karma: The adept may spend 1 Karma Point on Perception-only Tests.|
|Discipline Talent: Evidence Analysis|
|Enhanced Senses: For 2 Strain, the adept enhances one of his natural senses (sight, hearing, smell, touch, taste), gaining a +2 bonus to Perception Tests based on the sense for 10 minutes.|
|Discipline Talent: Astral Sight|
|The adept may spend 1 Karma Point on Dexterity-only Tests.|
|Discipline Talent: Empathic Sense|
|Karma: The adept may spend 1 Karma Point on another person’s Action Tests to avoid and get out of environmental hazards; stay on the path; and endure any harsh conditions for the journey. The adept must be traveling with them for this ability to be used.|
|Discipline Talent: Safe Path|
|The adept adds +1 to his Physical Defense.|