Skill Trees
When a character reaches level 2 they may choose a skill tree available to their archetype. They will thereafter gain new skills from that skill tree and their base archetype skill tree when they gain levels of experience. When a character chooses a skill tree, they are locked into that skill tree and may not choose skills from an additional skill tree outside of their base skill tree. Most skills require a certain cost of stamina points or mind points to be used, these costs are temporary unless otherwise noted and should be subtracted from the “Current” section on the player's character sheet. Stamina Points are abbreviated as 'SP', and Mind Points are abbreviated as “MP”.
Scout Skills
The following are the base skill trees for the Scout archetype.
Fade
Received at Level 1
Cost: N/A
Range: N/A
By concentrating very hard and not moving, a Scout can increase their Stealth rating by a number equal to their Mind rating for a number of turns equal to their level. This skill can not be used in a turn which the Scout moved unless the only movement was crawling while prone. The Scout can not attack while using this skill, but may still spot for other members of the squad. This ability does not drain Stamina, but a character may not regenerate Stamina while using this skill.
Sixth Sense
Level:3
Cost: N/A, passive
Range: Self
Damage: N/A
After a number of close calls in the field Scouts develop a sort of “Sixth Sense”, that lets them know when they’re being watched. It does not let them know from which direction or by how many they are being watched, just a certain feeling that they are.
Run and Gun
Level: 5
Cost: N/A, passive
Range: Self
Damage: N/A
Scouts may fire while running with only half of the normal penalty from movement. This skill is passive and always on.
Super Reflexes
Level: 7
Cost: N/A, passive
Range: Self
Damage:N/A
Super Reflexes gifts a scout with +20 to their Reflexes score for the purposes of any Reflexes save roll.
Luck
Level: 9
Cost: N/A, passive
Range: Self
Damage: N/A
This skill allows Scouts to make Reflex saving rolls whenever they would be caught within the blast radius of an explosive or incendiary weapon in which they were not the initial target. A successful save means the Scout takes either half- or no damage, up to the Gamemaster's discretion in each individual circumstance.
Forerunner (Scout subclass)
Forerunners emphasize a balance between stealth, speed, and firepower. As a result they are the most evenly balanced of the three Scout subclasses and are useful in nearly all circumstances whether the team needs someone to scout ahead, sneak into a fortified area, or to give covering fire for another team member. Forerunners disdain the use of Heavy Weapons and choose instead to concentrate on training on pistols and rifles.
Bonuses : +8 Stealth, +8 Speed
Penalties : -2 Strength, -1 Health, Can not use Heavy Weapons
Level Up : +2 Speed, +2 Stealth, +1 Stamina
Swift
Level: 2
Cost: N/A
Range: N/A
Damage: N/A
Using this skill lets a Forerunner double his walking or running speed for a turn, but use only half the action points normally required for that movement. Swift may be used once every three turns. (Example: Walther’s Forerunner has a walking speed of 14 and running speed of 28. He uses the Swift skill to be able to run 56 feet in his turn, but only has to spend 28 action points to do so.)
Tracker's Tools
Level: 4
Cost: N/A
Range: Self, passive
Damage: N/A
A scout must master the tools of his trade if he intends to be a long-lived scout. At level 4 Forerunners gain additional aptitude in the use of tools and equipment related to their job such as TAG and Motion Scanners, as well as various visual imaging tools. Their Mind Rating is increased by their character level times three for the purpose of using these tools. This skill is passive, always on, and requires no Stamina to use.
Speedy Stealth
Level: 6
Cost: N/A
Range: Self
Damage: N/A
By focusing his mind on his surroundings, a Forerunner can run while Stealthed with no penalty to their Stealth rating. Speedy Stealth lasts 1 turn and may be used once every 3 turns. Scouts can not fire while Speedy Stealth is active, and must stay immobile for 1 turn after its use, though they may take other actions during that turn.
Ambidexterity
Level: 6
Cost: N/A
Range: Self, passive
Damage: N/A
Forerunners learn how to use their off-hand as well as their main hand through intense training. No penalties to use of either hand, or both in conjunction. (Yes, this allows dual-wielding pistols, but not rifles or heavy weapons)
Evasion
Level: 8
Cost: 5 SP
Range: Self
Damage: N/A
Forerunners have an uncanny ability to foresee attacks made against them, and receive a 20% chance to dodge any one attack per turn. A successful Evasion costs 5 Stamina.
Unblinking Gaze
Level: 10
Cost: N/A
Range: Self
Damage: N/A
A Forerunner using this skill allows their eyes to lose focus and has a MUCH better chance to spot an enemy stealthed (doubles the enemy’s Stealth roll), but the Forerunner’s Firing Accuracy is halved while using this ability. It does not drain Stamina, and the Scout may use this ability freely whenever and however long they want, but the Firing Accuracy penalty remains after the player stops using the skill for as many turns as the skill was in use. (Example: Walter has a feeling he’s being watched, and decides to use Unblinking Gaze. He uses the power for 3 turns, enough time to spot and kill the enemy. Upon turning off the skill, his Forerunner’s eyes are still trying to refocus and he suffers the same penalty to his Firing Accuracy for 3 more turns before his vision clears.)
Eagle's Eyes
Level: 10
Cost: N/A
Range: Self, passive
Damage: N/A
Eagle's Eyes is a passive skill that gives Forerunners a chance to spot enemies that are stealthed. Eagle's Eyes will not spot a stealthed enemy that is not moving, but has a 20% chance to see a stealthed enemy that is moving, regardless of the enemy's Stealth Rating.
Infiltrator(Scout Subclass)
The Infiltrator’s mission is to get close to the enemy without being seen and wreak havoc from the inside. They are rarely encumbered with much more than is absolutely necessary to do their job, and shun weapons larger than a pistol. Weak in most combat situations where they do not have the benefit of surprise, but strong in surprise attacks and stealth. They also have passable knowledge about the use of demolition equipment.
Bonuses : +10 Stealth, +5 Speed
Penalties : -20 Rifle accuracy, -40 Heavy Weapons
Level Up : +4 Stealth, +1 Pistol Accuracy
Natural Stealth
Level: 2
Cost: N/A
Range: Self, passive
Damage: N/A
Infiltrators are naturally stealthy and suffer no penalties to Stealth while walking or running, and only half the normal penalties while sprinting.
Climbing
Level: 2
Cost: N/A
Range: Self
Damage: N/A
While any soldier can climb, Infiltrators turn it into an art form by scaling surfaces that would be unclimbable for anyone else. Infiltrators use this to climb buildings, walls, trees, virtually any surface. They gain a significant bonus (exact value depending on situation and GM discretion) to any attempt to climb.
Tricks of the Trade
Level: 4
Cost: Special
Range: Self, passive
Damage: N/A
Infiltrators must master the tools of their trade if they intend to be an effective Infiltrator. At level 4 Infiltrators gain additional aptitude in the use of tools and equipment related to their job such as TAG and Motion Scanners, as well as various visual imaging tools and security-bypassing devices. Their Mind Rating is increased by their character level times three for the purpose of using these tools. In addition, the Infiltrator may spend 3 SP to reduce the Action Point cost of using the equipment by half.
Explosives Handling
Level: 6
Cost: N/A
Range: Self
Damage: Doubles Explosives damage
Infiltrators receive the unique skill Explosives Handling at level 8, which allows them to find the best places inside structures or on vehicles (etc.) for explosives to deal the most damage. It also grants them a +15 bonus to their Mind Rating for the handling of these explosives. Any explosives planted by an Infiltrator using Explosives Handling have their damage doubled. Explosives Handling may be used as often as desired, but does not work in conjunction with grenades of any type.
Quickdraw
Level: 8
Cost: N/A
Range: Self
Damage: N/A
When using a pistol-class weapon an Infiltrator may “quickdraw” it as a free action once every turn. Quickdrawing during an enemy turn for opportunity fire requires a successful Reflex save in addition to the initial roll for opportunity fire.
Fade II
Level: 10
Cost: N/A
Range: Self
Damage: N/A
Fade II works in two separate ways. In the first manner, it can be used to replace “Fade” with twice the Mind rating bonus to stealth in a turn in which the Infiltrator has not moved. In the second fashion it may be used in a turn where an Infiltrator has moved with same bonuses as “Fade”.
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