Scout
Any Race, Humanoid; Minor; Black Soul (1500)
Stats
| Characteristic | Value | Attribute | Value | Skill | Value |
|---|---|---|---|---|---|
| Strength | 40 | Hit Points | 20 | Combat | 60 |
| Endurance | 40 | Wound Thr. | 11 | Magic | - |
| Agility | 40 | Magicka | 30 | Evade | 50 |
| Intelligence | 30 | Stamina | 4 | Observe | 70 |
| Willpower | 30 | Initiative | +11 | Stealth | 70 |
| Perception | 40 | Action Pts. | 3 | Knowledge | 30 |
| Personality | 30 | Speed | 12m | Social | 30 |
| Morale | 10 | Size | Std. | Physical | 70 |
Weapons & Armor
- • Wood Shortbow: 1d6; Reload(1), Range(20/100/200); 2H
- ▪ Includes 12 Iron Splitting or Slashing Arrows
- • Steel Dagger: 1d4+1; Slashing, Exploit Weakness, Thrown
- (5/10/15), Small; Reach 1m, 1H
- • Partial Leather Armor: 1 AR, Light
Special Abilities
- • Quick Shot (1 SP): The Scout ignores the -20 ranged shot
- penalty when Dashing imposed by Guerrilla Tactics.
Traits
- • Guerrilla Tactics: The Scout moves at their normal speed
- when hidden, and also reduces Reload by 1. Additionally,
- they can make a free ranged attack at a -20 penalty when
- they Dash.
Spells
- troops in skirmish and in battle. Veteran spellswords are prized as
- mercenaries, and well-suited for careers as adventurers and
- soldiers-of-fortune.
Encountering Scout
81 Sorcerer Though spellcasters by vocation, sorcerers rely most on summoning and enchantments. They are greedy for magic scrolls, rings, armor and weapons, and commanding undead and Daedric servants gratifies their egos. Any Race, Humanoid; Minor; Black Soul (1500) Characteristics Attributes Skills Strength 30 Hit Points 15 Combat 70 Endurance 30 Wound Thr. 11 Magic 80 Agility 30 Magicka 50 Evade 30 Intelligence 50 Stamina 3 Observe 45 Willpower 50 Initiative +11 Stealth 15 Perception 35 Action Pts. 3 Knowledge 70 Personality 30 Speed 9m Social 40 Morale 60 Size Std. Physical 30 Weapons and Armor • Partial Steel Armor: 4 AR, Medium Special Abilities • Oblivion Carapace (1-3 SP): The Sorcerer immediately summons a full suit of Daedric Armor as Secondary Action. This armor lasts for a number of turns equal to the SP spent up to a maximum of 3. • Refresh (1 AP + 1 SP): The Sorcerer can drink a potion which either refreshes their MP to full or regain all of the casts for their Spellcaster trait as a Secondary Action. Traits • Bladecaller: Slashing, Splitting, and Crushing extra damage values are all 5 on all Bound Weapons. Spells • Conjure [Any Weapon] 4: 29 MP; Upkeep; [Chosen Weapon] (with ammo) appears in the caster’s hands for 1 round. This weapon is not loaded when summoned, but the first reload action AP cost is reduced by 1. • Sunder Binding 3: 7 MP; Direct; Target within 50m with the Summoned trait makes an opposed Wp test vs the caster at +0 or be sent back to the place from whence it came. • Conjure [Armor] 3: 22 MP; Upkeep; Summons Inferior Full Daedric armor of one of the following: both arms, both legs, body, or head. 2 Spells • Ward 3: 7 MP; Defensive Overload; Does not provoke Attack of Opportunity. Generate shield with 6 Magical and Physical BR. Cannot Power Block. • Shield 3: 9 MP; Upkeep, Defensive Overload; Target char- acter within 50m gains a magical barrier with 3 HP for physical damage for 1 round. (See original spell for details).