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Chapter 2: Character Creation
Sample Characters
Scout
"Scout" is the nice term given to those trained in the art of reconnaissance. The scout excels at quickly obtaining information from a distance. They also have the skills to open locks and avoid detection at a close distance, if needed. Most Scouts are excellent outdoors men.
General Concept: Stealthy observer
Ancient Sign: Calmen
Social Class: Nobility
Magical Pollution and Traits: None selected, add at player's option.
Attributes
| Attribute | Score | Modifier |
|---|---|---|
| Strength | 13 | +1 |
| Dexterity | 16 | +3 |
| Constitution | 16 | +3 |
| Intelligence | 12 | +1 |
| Wisdom | 12 | +1 |
| Charisma | 12 | +1 |
Statistics
| Hit Points | 10 HP * |
| Skill Points | 7 SP |
| Magic Points | 6 MP |
| Empowerment Points | 10 EP |
| Initiative Bonus | +3 |
Combat Feats (4)
- Melee Training: Basic
- (Ranged Training: Basic)
- Ranged Training: Advanced
- Light and Medium Armour Proficiency
Base Attack Bonus
| Type | Level Bonus | Attribute Modifier |
Total | |
|---|---|---|---|---|
| Ranged | Best | +1 | +3 | +4 |
| Melee | Good | +0 | +1 | +1 |
Skill Categories (7)
- Basic Strength Based Skills:
- (Climb, Jump, Strength Training 1 (Factored), Swim)
- Basic Dexterity Based Skills:
- (Balance, Drive, Hide and Move Silently, Pilot, Ride, Use Rope)
- Advanced Dexterity Based Skills:
- (Acrobatics and Tumbling, Escape Artist, Locks and Traps, Melee Slash, Sleight of Hand)
- Basic Intelligence Based Skills:
- (Appraise, Craft, Knowledge: common or popular, Repair, Speak Languages)
- Advanced Intelligence Based Skills:
- (Decipher Script and Write Languages, Forgery and Detect Forgery, Gather and Analyze Evidence, Investigate, Knowledge: academic, specific or obscure, Research)
- Basic Wisdom Based Skills:
- (Cooking, Domestic proficiency, Gamble, Listen and Spot, Professional proficiency)
- Advanced Wisdom Based Skills:
- (Heal, Navigate, Sense Motive, Survival and Hunting, Tracking)
Spell Categories (3)
- Insight:
- (Examine Supernatural, Last Moment, Remote Senses, Sense Aim, Sense Hidden, Sense Truth)
- Shadow:
- (Mask, See in Dark, Shadow Slip, Shadow Stealth, Shadow Tool)
- Telekinesis:
- (Choke, Leap, Levitate Self, Lift Object, Unlock)
Saving Throws
| Saving Throw | Progress | Level Bonus | Attribute Modifier |
Total |
|---|---|---|---|---|
| FORT | (9/20) | +0 | +3 | +3 |
| REF | (12/20) | +2 | +3 | +5 |
| WILL | (6/20) | +0 | +1 | +1 |
Per Level Feat (1)
- Toughness (Factored)
Equipment (via Package 3)
- Sturg RF Spellchrome Rifle
- Damage: 3d6
- Empowerment Cost: 5 EP
- Range: 90' (18 Squares)
- Silver Credits: 190sc
- Atlurg M Spellchrome Pistol
- Damage: 2d8
- Empowerment Cost: 4 EP
- Range: 40' (8 Squares)
- Silver Credits: 90sc
- Kinnat MV Medium Class Empowered Armour
- Armour Class: +4 AC
- Damage Reduction: 1d6 DR
- Extraordinary Hit Points: 14 EX-HP
- Empowerment Cost: 5 EP
- Silver Credits: 250sc
- Sprevtec R7 Long Range Comlink
- Range: up to 200 miles
- Empowerment Cost: 2 EP
- Silver Credits: 140sc
- K-LC Series Liquid Crystal Dagger Power Alteration (Right Hand)
- Dagger flows out of the user’s hand and hardens as a move action
- Damage: 1d8 +1(STR)
- Empowerment Cost: 2 EP (Toggle)
- Silver Credits: 190sc
- Multi 3 Lockpick
- Base tool for use on Chrono Timing Locks, Fusion Latch Locks and mundane locks
- Empowerment Cost: 3 EP
- Silver Credits: 70sc
- 20x Distance Imager
- Magnifies distant images up to 20x
- Adds +4 to selected Spot tests
- Empowerment Cost: 2 EP
- Silver Credits: 60sc
- Micro Lighter
- Creates a small fire source
- Empowerment Cost: 1 EP
- Silver Credits: 10sc
- A Riding Horse and Saddle
- Can travel 30-40 miles in a day
- Silver Credits: 110sc
- A set of plain clothes (shirt, pants, boots, coat, belt)
- 10 days Rations
- Silver Credits: 20sc
- 70 Silver Credits
Armour Class
- Base AC: 10 + 3(Dex) = 13 AC
- With Kinnat MV Armour (5 EP)
- Armour Class: 13 + 4 = 17 AC
- Damage Reduction: 1d6 DR
- Extraordinary Hit Points: 14 EX-HP
Weapons
- Sturg RF Spellchrome Riffle (5 EP)
- Attack Bonus: +4
- Damage: 3d6
- Range: 90' (18 Squares)
- Atlurg M Spellchrome Pistol (4 EP)
- Attack Bonus: +4
- Damage: 2d8
- Range: 40' (8 Squares)
- K-LC Series Liquid Crystal Dagger (2 EP)
- Attack Bonus: +1
- Damage: 1d8 +1(STR)
Finishing Touches
- Name: ______________________
- Gender: _____________
- Age: ___________
- Looks: _____________________________
- Other Finishing Touches
- Transfer notes to a Character Sheet
Possible Affiliations and Rivals
Commentary:
The Scout is good at stealth and reconnaissance. Here are the major skills that make them good at what they do: Climb, Jump, Swim, Balance, Hide and Move Silently, Acrobatics and Tumbling, Locks and Traps, Repair, Speak Languages, Decipher Script and Write Languages, Listen and Spot, Navigate, Survival and Hunting, and Tracking.
Their Spells can also be beneficial in aiding their recon. Here are some their highlighted spells: Remote Senses, Sense Aim, Sense Hidden, Mask, See in Dark, Shadow Slip, Shadow Stealth, Shadow Tool, Leap, Levitate Self, and Unlock.
The Scout is not awful in a fight. They are not as tough or as powerful as some other warrior focused classes, but do alright with ranged weapons. Also, stealth hits can sometimes do more damage.
The scout has the basics covered for opening locks. The Shadow Tool spell creates an excellent lock pick that works on older-style Chrono Timing locks. The telekinetic unlock Spell works on newer-style Fusion Latch locks. Both spells benefit greatly from the Locks and Traps skill, which the Scout has. Finally, the Scout has a Multi 3 Lockpick, which can get the job done if they are running low on Magic Points.
As the Scout rises in levels additional combat feats may become desirable, as well as feats that offer more Skill Points, Magic Points and Empowerment Points.
Notes:
* This character currently gains 7 Hit Points Per level (4+0+3), plus a one time bonus of +3 Hit Points from the Toughness Feat.
This character’s original Strength score was 12; plus 1 was added from a skill bonus.
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