So far, I've just copied Androidkiller/Wilderness
? across and deleted the discussion. What other pages need to be included? --Jacob
- ChessyPig had a proposal.--Taxellor
- ChessyPig/WildernessTree
- Ranger (10) You have extensive experience of fending for yourself outside of civilisation. Class skill.
- Weapon Competency (10, requires Ranger of level +1)
- I: As Melee I - can do SINGLE with one chosen one-handed weapon
- II: Either provides SINGLE competency with all one-handed weapons or provides SINGLE competency with a staff.
- III: As Melee II.
- Ambidexterity (10, requires Weapon Competency III) - this has been moved up a level, as people seem to think that it should require you to have Ranger 4, so you get it at a higher level than warrior
- This skill provides the ability to do natural SINGLE with an off-hand weapon if the character could do SINGLE with it in their on hand.
- Targeteer (4; requires Ranger of equal level) - updated to include Strikedowns
- I: Can call SINGLE THROUGH with a bow or crossbow
- II: Can call SINGLE STRIKEDOWN with a bow or crossbow
- III: Can call DOUBLE THROUGH with a bow or crossbow
- IV: Can call DOUBLE STRIKEDOWN with a bow or crossbow
- V: Can call TRIPLE THROUGH with a bow or crossbow
- VI: Can call TRIPLE STRIKEDOWN with a bow or crossbow
- VII: Can call QUAD THROUGH with a bow or crossbow
- VIII: Can call QUAD STRIKEDOWN with a bow or crossbow
- Fitness (as currently; requires Ranger of equal level)
- Agility (5xp; DAC skill usable only in light (up to 2 points per loc) or no armour; requires Wilderness of equal level)
- Light Armour (as current Scout Armour skill)
- Fur and Leather Hardening (as currently; may create 3-point armour counting as 2-point armour)
- Track (6; requires Ranger of twice level)
- I: You can track things that would normally leave tracks and are taking only moderate or insufficiently trained precautions against being tracked, in the wilderness only. You may not track competently in the city. You may conceal your tracks from anyone with Track I, 2nd level spells or below. You can recognise the method used to defeat your tracking if you cannot track something, unless Track II+ or equivalent is used to defeat your skill in which case you do not even see covered tracks.
- II: You can track things that would normally leave tracks and are taking only moderate or insufficiently trained precautions against being tracked, anywhere on the surface of the Material Plane. You may conceal your tracks from anyone with Track II, 4th level spells or below. You can recognise the method used to defeat your tracking if you cannot track something, unless Track III+ or equivalent is used to defeat your skill in which case you do not even see covered tracks.
- III: You can track anything that is not capable of becoming incorporeal or teleporting and is taking only moderate or insufficiently trained precautions against being tracked, anywhere on the Material Plane. You may conceal your tracks from anyone with Track III, 6th level spells or below. You can recognise the method used to defeat your tracking if you cannot track something, unless Track IV or equivalent is used to defeat your skill in which case you do not even see covered tracks.
- IV: You can track anything that exists, anywhere that you can follow - and if you can't follow, you know where they went. You may conceal your tracks such that nothing short of divine intervention or the direct action of an elemental lord can follow them. If you cannot track something, you will know what covered the tracks (and probably where it came from, and where it went).
- Recognise Scent (3; requires Ranger of same level)
- Each level allows you to recognise the scent of five races you have met. You may call 'WIDE DETECT [Race]' or '[Target] DETECT [Race]' for any of these. This may provide additional bonuses to tracking.
- DETECT [Race] does not break invisibility, whether granted by spell or concealment.
- Conceal Scent (3; requires Ranger III)
- You may conceal your scent, allowing you to not answer to DETECT [Race] where you otherwise would.
- I've removed Wilderness lore - I think it might be better to just base the sort of things that Requiem suggested here on the level of Wilderness that you've got. I think knowing directions from the Sun/stars and starting fires should be free to a starting scout, seeing as they aren't really going to get used apart from for flavour, and I don't think they're that powerful. With regards knot-tying, even the best scout knot can be cut through, so it seems a lot of faff for not much gain to codify it into the rules when everyone seems to tie people up anyway.
- Herb Lore and other skills need to be sorted with alchemy. I think Herb Lore probably shouldn't be any more than around 8xp, but shouldn't count as a buy-in for alchemy. I'd prefer scouts to have a skill such as 'Scout First Aid, requires First Aid of blah. You can quickly find a herb to extend the time you can reverse poison damage from 1 minute to X', where X increases with levels of this. Basically, it's a skill to use in emergencies, that can't be used without a scout there as the herb has to be picked fresh and other people aren't sure which one it actually is, and you get better at finding the most effective ones at slowing down venoms or whatever.
- We need to decide if people want any sort of fingerscouting. If so, I quite like Ian's proposal, which is below. If not, we should probably give Scouts the ability to ask a ref what sort of things they can see by scouting ahead to the next encounter. If the linear isn't in a natural setting, this skill doesn't work. Perhaps call it Scout, costing around 5 xp?
- Camouflage (6; requires Ranger or Subterfuge of twice level - 1)
- I: You can hide yourself within a terrain feature given suitable camouflage. You must go to the edge of the terrain feature, assume 'hidden' position and perform a 60 second miscellaneous action of 'hiding yourself'; you are then hidden within the terrain feature and are invisible as per invisibility rules. You may move freely around the edge of (and through) this terrain feature up to the limits of physrepping. If you move more than two metres from the terrain feature this breaks invisibility. Being watched while concealing yourself is not enough to prevent you hiding; you must be interrupted as per any other miscellaneous action. A terrain feature is defined as an inanimate object or plant large enough to physically hide you. Two terrain features are considered separate features (and thus moving between them requires you making yourself visible while you hide yourself in the new one) if they are physically separated by more than a metre.
- II: As I, but 30 seconds
- III: As I, but 10 seconds
- IV: As I, but 3 seconds
- Ambush (10; requires Ranger of twice level)
- I: You may deal +1 degree of damage when making an attack that breaks invisibility.
- II: You may deal +2 degrees of damage when making an attack that breaks invisibility.
- III: You may deal +3 degrees of damage when making an attack that breaks invisibility.
- IV: You may deal +4 degrees of damage when making an attack that breaks invisibility.
- Although this may need downgrading slightly, as an OCT THROUGH or STRIKEDOWN is very scary. Thoughts?
I'd be tempted to add the "Missile Competency" skill that we're looking at for Warrior and Subterfuge in here, ie Single with thrown weapons or Single Through by bow at appropriate levels. Is that taking a Nifty Trick away from Warrior/Subterfuge
? or a cool idea to have scouts able to throw rocks? --Pufferfish
What do people think of keeping Acute Hearing in the following form-
- Whilst hidden under Camoflage you can go under a blind effect and move 5m away from your position. This is only usable on linears, (the bar and city is too noisy.) --Taxellor
- I think we should just make it Acute Senses and not have the 'go under a blind effect' bit, because it's not vastly useful anyhow and being able to see as well makes it a little better. --ChessyPig