Ability Schools / Scout
Scout
Scouts are fast, mobile operatives who excel at repositioning and infiltration. Their abilities allow creative traversal and battlefield manipulation. In the hands of a clever player, a Scout can be anywhere and everywhere, always one step ahead.
School Mechanic:
Whenever you spend AP to move or move during a Scout Ability, you gain Momentum. While you have Momentum, your jump distance is doubled, you gain a +2 to Evade rolls, and you can use the Evade reaction while in the Airborne state. Whenever your movement ends, Momentum is lost.
When you use a Scout ability, you may expend your momentum to make a special attack against a target within 10 feet of you. This attack costs no AP, deals 1d4 damage directly to the target’s GP, and automatically hits unless successfully Evaded. If this special attack reduces a character to 0 GP, it inflicts Hamstring until the start of the targets next turn.
Flow Generation:
Gain 1 Flow whenever you move at least 10 feet.
Signature Point Generation:
Gain 1 SP when you successfully Evade an attack or ability.
Scout Abilities:
Acrobatic Assault
Category: Physical
Attribute: —
Cost: —
Goal to Learn: Move to the opposite side of a hostile character after attacking 15 times.
Description:
When you hit a character with a melee attack, you can move through the target’s space to the opposite side of it, regardless of its size. This movement does not provoke Reactions, unless specifically stated as the trigger, and ignores difficult terrain within the target’s space.
You may continue making actions during this movement, but must end the movement itself in an unoccupied space on the opposite side from which you started.
Prerequisites: None
Aerial Dodge
Category: Support
Attribute: SPD
Cost: 1 RP
Goal to Learn: Make 5 long jumps while Airborne with the Double Jump ability.
Description:
While Airborne, you can move in a straight line 15 feet in any direction. You move an additional 5 feet for every 2 points of SPD you have.
If this movement places you out of an attack or ability's range or area of effect, you avoid it completely.
Prerequisites: Double Jump
Camouflage
Category: Support
Attribute: AGI
Cost: 3 AP
Recharge: 5-6
Goal to Learn: Successfully hide in combat 20 times.
Description:
You gain a +1 bonus for every 3 points of AGI to Stealth rolls for 1d4+2 rounds or until you take damage.
Prerequisite: None
Cyclone Encircle
Category: Warper
Attribute: SPD
Cost: 3 AP
Recharge: 9-10
Goal to Learn: Fully circle around a hostile character and return to your starting position 10 times in combat.
Description:
To activate this ability, you must move around your targets and end in your starting position. You then create a cyclone that encircles each character within the loop. You can spend the AP for this ability before or after making the loop. If you fail to end your movement in your starting space, the Ability fails to activate and the AP is refunded.
All characters within the loop become Airborne and Immobilized until the end of their next turn.
If you expend Momentum when using this ability, the cyclone deals 2d6 Slashing damage at the start of a characters turn.
Characters can attempt to escape from the cyclone early by spending 2 AP. It must succeed on a Contested Resilience Roll to escape.
Prerequisite: Aero Kinesis
Double Jump
Category: Warper
Attribute: —
Cost: 1 AP
Goal to Learn: Perform a jump 50 times.
Description:
While Airborne after making a jump, you may jump again. This allows you to move up to your previous jumps distance again if you are heading in the same direction.
If you choose to jump in a new direction, you jump your Standing Jump distance.
You can only use Double Jump once, until your feet touch the ground.
If you would fall during your turn, you may use Double Jump to prevent the fall and reposition instead.
Prerequisite: None
Mirage Feint
Category: Physical
Attribute: SPD
Cost: 2 RP
Goal to Learn: Cause an attack to miss with Evasion 20 times.
Description:
When you are the target of an attack or ability, you can create an after image of yourself in an adjacent space. The attacker must succeed on a Contested Roll of Insight vs. your Deception or target the after image instead of you.
If the after image is the target, it vanishes as it's hit, and you may move up to half of your movement speed immediately without provoking Reactions.
Prerequisite: 2 Scout Abilities Learned
Payload Drive
Category: Physical
Attribute: SPD
Cost: 3 AP
Recharge: 9-10
Goal to Learn: Move in a straight line and strike a target at the end of your movement 10 times.
Description:
Move up to your Movement Speed in a straight line.
Each character within your path must use the Evasion reaction to avoid the attack.
On a hit, the target takes +1 additional damage for every 5 feet you moved before the hit and an additional 1d6 damage for every 2 item slots currently filled in your inventory.
Characters that are hit must make a Contested Resilience roll or be knocked prone.
If you expend Momentum, you may move through allied spaces without affecting them.
Prerequisite: None
Reactive Footwork
Category: Physical
Attribute: AGI
Cost: —
Recharge: 7-8
Goal to Learn: Fail an Evasion roll 15 times.
Description:
When you fail an Evasion roll, you may trigger this ability to immediately add your AGI to the result. If this increases the total to meet or exceed the required roll, you successfully Evade the effect.
Prerequisite: 2 Scout Abilities Learned
Return Mark
Category: Warper
Attribute: INT
Cost: 3 AP
Goal to Learn: Touch 3 different terrain surfaces during the same movement 15 times.
Description:
You mark a surface you touch. While you are within 50 feet of this mark, you can teleport to this space by using this ability again. You can choose instead to create a new mark, overwriting the old one.
This mark lasts for a number of minutes equal to your INT.
The distance you can teleport increases by 5 ft. for every 2 INT you have.
If you expend Momentum when using this ability, teleporting costs no AP.
Prerequisite: Any creation ability
Slipstream
Category: Support
Attribute: SPD
Cost: 2 AP
Recharge: 5-6
Goal to Learn: Move the full length of your movement 10 times.
Description:
Create a slipstream in your path for 1 round. A character that follows your path gains a 5 foot bonus to its movement speed for every 2 points of SPD you have while moving through it.
Prerequisites: None
Speed Strike
Category: Physical
Attribute: SPD
Cost: 3 AP
Recharge: 11-12
Goal to Learn: Strike 3 different enemies using movement-based abilities in one combat.
Description:
You sprint up to your movement speed, lashing out at enemies in your path.
Whenever you move within 5 feet of a character, you may make a melee attack against it. You can make a number of attacks equal to your SPD during this movement.
A character occupying more than one space may be attacked once for each space you move adjacent to during the dash.
If you expend Momentum at the end of your movement, you deal 1d4 damage to the GP of each character you passed by, regardless of whether you targeted it for an attack or not.
Prerequisites: None
Trail
Category: Link
Attribute: SPD
Cost: —
Goal to Learn: Use abilities that require movement 10 times.
Description:
The Primary ability leaves behind a hazardous trail behind it or in its effect area.
The trail lasts for your SPD number of rounds and covers all 5 ft spaces you the Primary ability moved through or affected. Choose one trail effect when combining this ability:
Terrain Trail: The ground terrain in the ability's path is changed to another of your choice.
Debilitating Trail: The trail is difficult terrain.
Elemental Trail: The trail deals 1d4 elemental damage for every 5 feet traveled through it. You must know an elemental Tuning ability to add that damage type to this trail effect.
Prerequisites: None
Vault
Category: Physical
Attribute: AGI
Cost: 3 AP
Goal to Learn: Successfully jump over or climb low obstacles 15 times during movement.
Description:
While moving in a straight line, you automatically jump small gaps and vault over obstacles such as low walls, barriers, tables, etc. without needing to go around or jump.
Prerequisites: None
Wall Run
Category: Physical
Attribute: SPD
Cost: —
Goal to Learn: Scale walls 25 times.
Description:
During your movement, you can run up or along vertical surfaces for a distance up to half your movement speed, provided there is a ledge, grip, or transition point at the end of your movement. You must start and end the movement on a stable surface.
You can spend additional AP to move as usual increasing the distance of your wall run.
Prerequisites: None
Warp Terrain
Category: Warper
Attribute: INT
Cost: 3 AP
Recharge: 9-10
Goal to Learn: Move on at least 5 different ground terrains.
Description:
Alter the terrain in a chain of 5 ft cubes equal to twice your INT. The terrain is then changed to a type of your choice for 10 minutes.
This ability affects ground or wall terrain separately, even if your connected cubes start from one and then go to another.
Prerequisite: None

