Scout Discipline

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The Scout is a discipline for Fourth World, a "drift" of Dungeon World for playing in the setting of Earthdawn. This text is available under the Creative Commons Attribution-ShareAlike 4.0 International license.

Several PDF versions of this playbook can be downloaded from the Fourth World 1.5 page.

Stats

Damage Die: d8
Favored Stats: str, wis
Load: 11
HP: 8+Constitution

Look

Gaze: wild, sharp, bestial
Appearance: wild, professional, grubby
Accoutrement: concealing, durable, practical
Body: lithe, wild, sharp

Species

Dwarf: When you discern realities about underground locations, you may ask an additional question, even on a miss.

Elf: When you navigate through the wilderness, improve the result by one step.

Human: When you stay sharp, improve the result by one step.

Obsidimen (+1 armor; only wear living armor): You may use the disable talent with + STR . You reduce the circle requirements for tremors by four.

Ork: Add to the list of hack and slash choices:

  • deal +2d6 stun damage.

Troll: When you hunt and track in the dark, improve the result by one step.

T’Skrang: When you defy danger and use your tail to your advantage, take +1.

Windling (astral sight): When you ride a flying mount, take +1 ongoing to order that mount.

Flags

Select 2 flags.

Starting Moves

Ensnare

When you prepare an area with traps (bending trees with spikes, digging pits, lifting deadfalls, etc.), roll+ STR . On a 10+ , hold 3. On a 7–9 , hold 1. You may spend 1 karma to gain +1 hold. Spend your hold when enemies or creature move through this area, choosing one for each hold spent:

  • One target is entangled or otherwise immobilized.
  • One target takes 1d8 forceful damage.
  • One target is shaken and loses access to one of its moves until it leaves the area.
  • One target is made to interfere with another.
  • What happens to one target is not noticed by the others.

Hunt and Track

When you follow a trail of clues left behind by passing creatures, roll+ WIS . On a hit , you follow the creature’s trail until there’s a significant change in its direction or mode of travel. On a 10+ , you also choose one:

  • Gain a useful bit of information about your quarry, the GM will tell you what.
  • Determine what caused the trail to end.

Outrider

When you scout ahead , you make an additional choice, even on a miss. You may also spend 1 karma to make an additional choice.

Vibe

When you enter a steading for the first time hold WIS . Spend hold any time in that steading to ask one of the following. You also add these questions to the list when discerning realities about any steading or site:

  • How could I be accepted by the people here?
  • How could I best attract attention here?
  • How could I gain access to what is secret here?
  • What here is a source of strife?
  • Where could I best hide around here?

Furtive Strike

Add the following to the hack and slash list:

  • You prevent the target from making noise.

Expressions of the Trail

When you create art with rune carving or wood carving , take +1. If you give the result in a successful greeting ritual, any attempt to track the recipient succeeds as if you rolled at 10+, if they have the art in their possession.

Talents

You may weave threads into talents, if you meet their requirements:

☐☐ A Safe Place

When you set the watch for the night , everyone takes +1 to stay sharp on watch, including you.

Second thread (requires circle 6): Also, anyone who does not take watch adds your + WIS to the number of HP they heal while resting.

☐ Camouflage

When you keep still in natural surroundings , enemies never spot you until you make a movement. Take +2 forward to act against a target unaware of your presence. If you successfully order a mount or beast to stay still with you, they will do so as long as you like, gaining the same benefits.

☐ Follow Me

When you undertake a perilous journey you may act as both scout and navigator. You make a separate roll for each, but may navigate using + WIS instead of + INT .

☐ Read Lips

When you see a creature speaking a language you know , you can understand what they are saying even if you cannot hear them.

☐☐ Awareness

When you discern realities about a location , you add the following to the list of questions you may ask the GM :

  • Is there a trap here and if so, what activates it?
  • What does the trap do when activated?
  • What is the best available location for an ambush?
  • What is the safest route through?

Second thread (requires circle 6): When you discern realities about a location, you may ask two additional questions, even on a miss.

☐ Closer Look

When you stand still and focus your vision , you can make out fine details at far range and beyond.

☐ Familiar Prey

When you spout lore about a monster you use + WIS instead of + INT . In addition, on a 12+ , you get to ask the GM any one question about the subject.

☐ Forgotten Earth

When you defy danger by jumping , you may clear distances beyond natural limits (leaping over walls, crossing a crevasse, etc.)

☐ In and Out

When you roll for another move that you want to perform in a clandestine manner , tell the other players…

  • …why no one suspects your approach.
  • …why no one notices your action.
  • …why you leave no trace behind.

When the move is rolled, on a 10+ , in addition to the normal result, all that you say is true. On a 7–9 , the GM chooses one of your statements to be false, the others are true.

☐ Snipe

When you strike with a ranged weapon from hiding , your first shot never gives away your position and, if it hits, you may roll damage twice and take the better result.

☐ Without a Trace

When you mask a trail , roll+ WIS . On a 10+ no one will be able to track the trail, not even by scent or with magic. On a 7–9 only extremely skilled trackers or those with magical assistance will be able to track the trail. On a miss , you make the trail easier to spot.

☐☐ Zone In

When you expand your senses to take in your opponents at the start of hostilities, what you notice can be exploited in the ensuing scuffle. Gain hold equal to your circle. Spend it during the fight to:

  • Ignore WIS points of a target’s armor for a single strike.
  • Improve the result of a defy danger roll you make by one step.
  • Cause one opponent to interfere with another.
  • Use something in your surroundings as a close weapon with either forceful , messy , or entangling .
  • Notice something important about the opposition.
  • Add +1d4 to a damage roll.

Second thread (requires circle 6): Spend 2 hold to:

  • Ignore target’s armor for a single strike.
  • Add +1d8 to a damage roll.
  • Improve the result of an ally’s defy danger roll by one step.

☐ By Nature Sustained

You don’t need to eat or drink. If a move tells you to mark off a ration just ignore it.

☐ Disable

When you pick locks or disable traps , roll+ DEX . On a hit , you do it. On a 7–9 , the GM will also offer you two options between suspicion, danger, or cost.

☐ Secret Paths and Ways

You know places in the wilderness where secret paths lie unseen. When you travel by a way that is beyond the mortal world, roll+ WIS . On a 10+ , it leads where you want it to. On a 7–9 , you or the GM must choose a difficulty:

  • Others find the way who did not know it before.
  • The journey takes much longer than it seemed to.
  • The way is long and hard. Each person who takes it must consume a ration or mark the debility weak.
  • You encounter some danger upon the road.

☐☐ Tremors

You can feel vibrations echoing through the earth. You can never be ambushed or surprised underground or on hard ground, even in the dark. When an enemy, trap, or accident would get the drop on you, you get to act first unless they never touch the earth.

Second thread (requires circle 8): When you ask a cave about someone or something else inside it, roll+ INT . On a 10+ , the cave tells where it is, what it’s doing, and answers any one question you ask about it. On a 7–9 , the cave tells you either where it is or what it’s doing.

☐ Magic Sense

You may make use of the Astral Sight special move.

☐ Weather Weaver

When you are under open skies when the sun rises the GM will ask you what the weather will be that day. Tell them something naturally possible, it comes to pass.

Gear

appropriate artisan tools (1 weight)
knife knife (hand, hand, 1 weight)

Choose your defenses:

☐ leather armor (1 armor, worn, 1 weight)
☐ bare skin (0 armor, living)
☐ wilderness clothing (worn)

Choose two weapons:

☐ hunters bow (near, far, 1 weight)
☐ short sword, axe, or club (close, 1 weight)
☐ spear (reach, thrown, near, 1 weight)
☐ staff (close, two-handed, 1 weight)

Choose two:

☐ adventuring gear (uses: 5, 2 weight), dungeon rations (uses: 5, ration, 1 weight)☐ adventuring gear (uses: 5, 2 weight), bundle of arrows (ammo: 3, 1 weight)☐ shield (+1 armor, 2 weight)
☐ simple mount of appropriate size (beast, mount)
☐ any common pet (beast)