Discipline

Scout

Scout

Mystic Pursuit, Evidence Analysis, Safe Path, Orbiting Spy, Danger Sense, Disarm Trap, tracking, stealthy stride, true sight, disguise self, spirit mount, spot armor flaw
watches when I should act, secretly certain everyone else blunders through the world, too lost in the moment to move, guilt for disturbing what I touch
Witness the world whole — and leave as little mark on it as I

SCOUT ROTES

Mystic Pursuit
Practitioners: Scouts, Archers
The Scout senses the direction of a person, place, or thing they're searching for by focusing on something tied to it — a strand of hair, a fragment of masonry, anything personally connected to the target.
something personal belonging to the target • calm, open surroundings • a target within reasonable range
a target actively hiding from magical detection • a target far beyond normal range • chaotic or crowded surroundings
SUCCESS
Discover action. Sense the general direction of a known target.
  • EXTRA FEATS
  • Also sense roughly how far away it is (keep the spotlight)
  • Get a flash of the target's immediate situation
  • The sense refreshes without needing to repeat the action
  • CONSEQUENCES
  • The sense points you wrong
  • The attempt reveals to the target that they're being sought
  • It only works once before the target guards against it
  • It costs something to attempt — an old keepsake, a lock of hair, whatever the Narrator rules
Evidence Analysis
Practitioners: Scouts, Archers
The Scout examines a scene or object closely enough to reconstruct exactly what happened and how, reading the physical trace of a past event like a trail.
time to examine the scene undisturbed • a clear physical trace to follow • relevant expertise or a fitting tool
a scene that's been disturbed or cleaned up • no physical evidence left behind • being rushed
SUCCESS
Discover action. Learn what happened and how, from physical evidence at a scene.
  • EXTRA FEATS
  • Also learn roughly when it happened (keep the spotlight)
  • Spot a detail everyone else missed
  • Find a lead pointing toward who was involved
  • CONSEQUENCES
  • You draw the wrong conclusion with total confidence
  • Something about the scene unsettles or distracts you
  • Examining the scene disturbs evidence someone else needed
  • You're seen investigating by someone who'd rather you hadn't
Safe Path
Practitioners: Scouts, Elementalists
The Scout reaches out to a local elemental spirit — without conjuring it, only speaking to it — to learn the safest path through unfamiliar territory. What the spirit considers dangerous may not match what's dangerous to a person, and its knowledge is limited to what its element would notice.
an elemental-rich environment (forest, mountain, river) • patience to properly communicate • a spirit already favorably disposed
a barren or unnatural environment with no spirit to ask • a hostile or frightened spirit • a danger outside the spirit's own element
SUCCESS
Standard action. Learn the safest route through the area ahead, and what dangers lie along it.
  • EXTRA FEATS
  • Learn about a danger outside the spirit's usual awareness (keep the spotlight)
  • The spirit offers to guide part of the way
  • Learn something about who else has passed through recently
  • CONSEQUENCES
  • The spirit's idea of "danger" doesn't match yours, and steers you wrong
  • The spirit demands something in return for its help
  • The path holds, but only for a limited time before conditions change
  • The spirit gossips about you to whatever it talks to next
Orbiting Spy
Practitioners: Scouts, Nethermancers
The Scout summons a spy-spirit that circles nearby, watching both the physical world and astral space, and reports anything unusual when asked.
open sky • quiet surroundings • clear instructions given to the spirit
crowded or loud scenes • astral interference • being caught off-guard before summoning it
SUCCESS
Quick action to summon; Discover action to consult it afterward.
  • EXTRA FEATS
  • It already noticed something relevant before you ask (keep the spotlight)
  • It warns you of danger before it happens
  • CONSEQUENCES
  • It reports something false or incomplete
  • Keeping it aloft draws the attention of other astral entities
  • Only one can be aloft at a time — summoning a new one dismisses the old
Danger Sense
Practitioners: Scouts (core to the Discipline, not a Talent Option)
The Scout develops a supernatural awareness of danger, reacting to hazards and ambushes before conscious thought catches up.
an alert, rested mind • familiar or expected terrain for danger • some warning, however faint
total surprise with no warning at all • overwhelming noise or distraction • exhaustion or injury dulling the senses
SUCCESS
Free action, as a reaction. Helps a reaction against being ambushed, surprised, or caught by a hidden hazard.
  • EXTRA FEATS
  • Warn an ally in the same instant (keep the spotlight)
  • Identify the exact nature of the danger, not just its presence
  • Act as though you'd expected it all along
  • CONSEQUENCES
  • The warning comes a half-second too late to fully act on
  • You flinch at a false alarm
  • The sense goes quiet right when you need it most
  • Something about the source of danger unsettles you after the fact
Disarm Trap
Practitioners: Scouts, Thieves
The Scout disables a trap's trigger mechanism through a combination of deduction, a light touch, and a working knowledge of how such things are built.
time to work without being rushed • a mechanical (not magical) trap • prior warning that a trap is there
a magical or unusually cunning trap • no time to work carefully • no visible mechanism to find
SUCCESS
Standard action. Disable a detected trap.
  • EXTRA FEATS
  • Disable it without leaving any sign it was ever tampered with (keep the spotlight)
  • Learn something about who built it
  • Repurpose part of the trap for later use
  • CONSEQUENCES
  • The attempt fails badly enough to trigger the trap outright
  • The trap can't be attempted again until you've learned more about it
  • Disabling it leaves obvious evidence someone was here
  • A trap this clever means whoever built it is still a threat

The Scout's Place in Barsaive

Every settlement on the edge of the wild depends on someone willing to go first. Before a caravan commits to a route, before a village decides whether a stretch of forest is safe to farm, before an adventuring party sets foot in a ruin nobody's opened since the Scourge, a Scout has usually already been there — or is about to be sent. It's a role built entirely on trust: the rest of Barsaive believes what a Scout reports back, because a Scout's whole discipline is built around seeing a place clearly rather than seeing what they hoped to find.

A sense for what's coming before it arrives. Long before formal danger presents itself, a Scout often already knows. It's not quite prophecy — more a trained, almost involuntary awareness that flinches at the wrongness of an ambush a half-second before it lands. Scouts who've survived a long career credit this instinct as much as any blade or bow for keeping them alive.

Ground that gives up its secrets. A trail that looks cold to anyone else can still speak to a Scout — a broken branch, a partial print, the wrong kind of quiet in an area that should have birdsong. That same eye turns just as easily to a crime scene or a ransacked camp, reconstructing exactly what happened and how, or focuses on some personal trace of a missing person to sense which direction to search.

A quiet word with the land itself. Some Scouts go further than reading a place — they talk to it. An elemental spirit, properly approached, will describe the safest way through unfamiliar territory and warn of dangers along the way, provided the Scout remembers that what alarms an earth spirit and what alarms a person aren't always the same thing. The most practiced Scouts send a small piece of that awareness ahead of them entirely: a spy-spirit that circles overhead, watching for anything unusual long before its summoner's boots ever arrive.

Locks, traps, and doors that were built to keep people out. Whether the job is a ruin, a vault, or a stretch of wilderness laced with old, forgotten wards, a Scout's hands are as trained as their eyes — disabling a trap's mechanism cleanly enough that no one, including whoever set it, ever knows it was found.

Underneath all three faces of the Discipline — the wilderness Scout, the city Scout, the ruin-delving Scout — sits the same quiet discipline: move unseen, take everything in, and resist the pull to leave a mark on what you were only ever meant to witness. Most Scouts will tell you that's the hardest talent of all, and the one no talent tag can actually grant them.

Few Scouts will admit it openly, but most privately consider themselves a cut above the people who go crashing through the world without noticing any of it. It's a quiet vanity that rarely surfaces as arrogance — a Scout is far more likely to simply enjoy, a little too much, the moment someone realizes they've been standing three feet away the entire time.