Skills

Scouting Skills

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Scouting (15xp) [Root Skill]
Required for: Acute Hearing; Agility; Conceal Weapon; Conceal Item; Disguise I; Disguise II; Hide & Sneak; Stealth; Pick Lock; Streetfighter; Forgery I; Forgery II; Recognise Forgery; Relaxed Fall; Use Venom; Light Fingers; Spider Climb; Targeteer; Combat Awareness; Sun & Star Lore; Firelighting; Find Food & Water; Knot Tying; Fur & Leather Hardening; Communicate with Animals; Devise/Disarm Trap; Track; Recognise Scent; Camouflage; Herb Lore;

The character is skilled in the arts of survival.
This skill may be bought in ascending levels [to level VIII]

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Conceal Item (5xp)
Requires: Conceal Weapon and Scouting V

The character may hide any item under 18" in its largest dimension from non-magical body searches. Containers holding multiple smaller objects may be hidden in this way. The phys rep for this item should not be held openly.

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Stealth (3xp)
Requires: Hide & Sneak and Scouting of equal level

Each level of stealth allows the character to sneak in armour of a type up to their level of stealth (so Stealth I allows you to sneak in all-over 1-point armour, Stealth II 2-point armour, etc.)
This skill may be taken multiple times.

Note: People using stealth ‘throw the horns’ instead of the ref signal for invisibility.

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Camouflage (10xp)
Requires: Hide & Sneak and Scouting VI

The character is effectively invisible while stationary in terrain for which they have appropriate camouflage costume. This allows the player to use the “Hand in Air” signal, regardless of distance from others, so long as they remain still.

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Herb Lore (8xp)
Requires: Scouting at 2 levels higher
Required for: Poison Lore; Healing Lore;

The character is familiar with and able to recognise common plants and herbs and their general properties. The skill provides knowledge of the specific components and preperation of healing potions and poisons of equal or lower level to the skill.
They gain the ability to recognise alchemy at 1” range.
This skill may be taken multiple times and is a required skill for the following alchemical skills:
Healing Lore, Make Antivenom, Make Blade Venom, Make Healing Potion, Make Poison, Poison Lore

See the Alchemy Skills document for more details.

This skill may be bought in ascending levels [to level VI].

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Acute Hearing (5xp)
Requires: Scouting I

The character may hear a conversation at 15 feet (8 feet if whispered) if there are no other major sounds nearby. Does not work for 'Whisper'.

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Conceal Weapon (5xp)
Requires: Scouting I
Required for: Conceal Item;

The character may hide one dagger or any similar sized weapon from non-magical body searches. The phys rep for this item should not be held openly.

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Disguise I (10xp)
Requires: Scouting I
Required for: Disguise II;

The character is able to alter their appearance significantly so as to resemble any reasonably sterotypical member of their own race and sex. They may not alter their appearance to resemble specific other people. Given light and time can recognise the use of Disguise I.
This is a required skill for Disguise II

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Firelighting (3xp)
Requires: Scouting I

The character is able to start a fire given a suitable supply of dry wood and kindling.

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Hide & Sneak (15xp)
Requires: Scouting I
Required for: Stealth; Camouflage;

Providing they are not wearing any armour and in suitable cover, the character is able to move silently, and cannot be seen from over 10’ away. This allows the player to ‘throw the horns'. If an observer is within 10’ of the player, they are able to see the character.

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Knot Tying (3xp)
Requires: Scouting I

The character is adept at tying knots. They can tie knots which cannot be undone except by characters with knot tying (or by cutting the rope!).

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Pick Lock (3xp)
Requires: Scouting I

The character can pick any non-magical lock. Standard locks require two minutes. Harder locks may take longer.

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Sun & Star Lore (3xp)
Requires: Scouting I

The character is able to find North and to tell the time by the position of the sun or the stars.

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Find Food & Water (1xp)
Requires: Scouting II

The character can locate water and edible food in familiar terrain types.

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Forgery I (10xp)
Requires: Scouting III
Required for: Forgery II;

The character is able to provide a fair imitation of hand-written documents.
This is a required skill for Forgery II.

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Fur & Leather Hardening (10xp)
Requires: Scouting III

The character can cure and harden upto 6 locations of 1-point fur or leather armour for 1 extra point of protection per location. The armour must be maintained every week by the character, as a minor downtime action, to maintain its properties. The resulting armour still counts as 1-point armour for all other purposes.

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Recognise Forgery (5xp)
Requires: Scouting III

If familiar with the original, the character is able to recognise forgeries produced by Forgery I on close inspection.

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Relaxed Fall (5xp)
Requires: Scouting III

The character takes one third damage from falling.

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Use Venom (6xp)
Requires: Scouting III

The character is knowledgeable in the uses and applications of venom. They may use any forms of ingestive and blade venoms without killing themselves in the process.

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Light Fingers (15xp)
Requires: Scouting IV

The character may steal items in easy reach from a character or monster. The item need not be visible but must not be being held.
To use this skill, the character must plant a theft sticker (acquired from the refs at the beginning of the interactive) on the item to be stolen, and then notify a ref of the theft, who shall remove the object from the target and give it to the thief.
This may be used on all in-character items of kit that are not judged to be 'impossible' to steal by the refs (i.e. pouches, weapons, etc. but NOT clothing or other items directly in contact with the target). The theft is deemed to succeed if the thief is not caught 'in the act'.

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Agility (5xp)
Requires: Scouting of equal level

For every four ranks of Combat Awareness and/or Agility, the character gains 1 point of Dexterity Armour (DAC). This skill may be bought in ascending levels [to level VIII].

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Recognise Scent (3xp)
Requires: Scouting of equal level

The character is able to recognise the scent of 5 types of creature previously encountered. The scent can be recognised at up to 20' in a still wind or 40' when downwind.
This skill may be taken multiple times to learn additional scents.

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Streetfighter (5xp)
Requires: Scouting of equal level
Required for: Brawling;

This skill relates to the use of small weapons - any larp-safe melee weapon up to 24" in length. Streetfighter may only be used with small weapons.

This skill may be taken multiple times.

Level enables:

I - Character can parry with an off-hand small weapon.
II - Character can strike a blow which causes a SINGLE point of damage with an off-hand small weapon.
III - The character may use a Small Shield (up to 20" diameter).
'IV - By striking their target from behind the character can automatically call +1 degrees of SUBDUAL damage, without needing the Subdual skill.
V - By striking their target from behind the character can add the THROUGH call to their normal weapon damage.
VI - Character can call DOUBLE with their on-hand weapon and SINGLE with heir off-hand.
VII - By striking their target from behind the character can automatically call +4 degrees of SUBDUAL damage, without needing the Subdual skill.
VIII - Character can call TRIPLE with their on-hand weapon and DOUBLE with their off-hand.

This is a required skill for: Brawling and Subdual

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Track (3xp)
Requires: Scouting of equal level

This skill may be bought in ascending levels [to level VIII].
Level
Ability
I
Character is able to recognise obvious tracks, and get a very rough idea of the numbers that made them.
II
Character can disguise their tracks from someone with the previous level of Tracking. This requires five minutes of roleplay.
III
Character is able to recognise clear tracks, and get a rough idea of the creature and numbers made them.
IV
Character can disguise their tracks from someone with the previous level of Tracking. This requires five minutes of roleplay.
V
Character is able to recognise tracks, and get a good idea of when they were made and the creature and numbers made them.
VI
Character can disguise their tracks from someone with the previous level of Tracking. This requires five minutes of roleplay.
VII
Character is able to recognise subtle tracks, and get an excellent idea when they were made and the creature and numbers made them.
VIII
Character can disguise their tracks from someone with the previous level of Tracking. This requires five minutes of roleplay.

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Devise/Disarm Trap (5xp)
Requires: Scouting V

The character has skill in setting and disarming traps and snares in the wild. This skill may suggest the best way to deal with a trap, but gives no benefit in the actual process of disarming.

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Disguise II (5xp)
Requires: Scouting V and Disguise I

The character is able to alter their appearance significantly so as to adjust their apparent age,sex & race. They may not change their appearance to that of another character. They may, with good light and time, be able to tell if someone is using Disguise I, and identify the person behind the disguise if they know them well. Given light and time can recognise the use of Disguise II.

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Spider Climb (5xp)
Requires: Scouting VI

The character may climb any surface they can grip (eg, trees & cliffs). After 15 seconds climbing they will be out of range of all melee attacks from below.
All limbs are required to climb, so no other actions may be taken while climbing, and the character may not carry anything in their hands.

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Communicate with Animals (10xp)
Requires: Scouting VIII

The character may communicate with animals to the limits of the animals normal intelligence and communication. The animal may communicate basic information or emotions ('This is my territory' or 'I'm scared') but not detailed concepts ('Four orcs and an ogre mage headed this way four hours ago').

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Forgery II (15xp)
Requires: Scouting VIII and Forgery I

The character is able to provide an indistinguishable imitation of hand-written documents.

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Brawling (2xp)
Requires: Streetfighter I or Melee I

The character is able to engage in a 'bar room brawl'. Characters with this skill can strike 'SUBDUE SINGLE' with unarmed attacks. Natural weapon blows (fist, feet, etc) should not come closer than 6" of target, and are called (eg, fist to face) rather than struck. It is advised that this skill is only used with the consent of all parties involved.

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Targeteer (4xp)
Requires: Warrior of equal level or Scouting of equal level

A skill representing degrees of experience and training in missile and thrown weapons.

There are three classes of ranged weapons: light thrown (such as throwing daggers), heavy thrown (such as javelins) and bows (incl. crossbows). Note: Bows and crossbows deal THROUGH damage, if the user is capable of dealing at least a SINGLE with them using this skill.

I. The character can deal a SINGLE point of damage with a single class of ranged weapon.
II. The character can deal a SINGLE point of damage with any ranged weapon.
III. The character can deal SINGLE THROUGH damage with heavy thrown weapons.
IV. The character can call DOUBLE with a single class of ranged weapons.
V. The character can call DOUBLE with any ranged weapon.
VI. The character can call DOUBLE THROUGH with heavy thrown weapons.
VII. The character can call TRIPLE with a single class of ranged weapons.
VIII. The character can call TRIPLE with any ranged weapon.

The refs will determine if a weapon counts as light or heavy thrown.

This skill may be bought in ascending levels [to level VIII].

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