Scout
Scout
Cost: 5In the event things go poorly, you take two minutes to bleed out and die if you are unstable.
Combat Reflexes
Cost: 5You gain an additional point of armor, so long as this does not bring your total above 4.
Elusive Strike
Cost: 5As part of your planned strike you also plan to side step those who might attempt to capture you. Once per short rest spend a point of Earth and call out “Grant Defense, Elude” to set up your defense. This defense cannot be given to others.
Escape Artist
Cost: 5You can slip bonds and contort limbs to free yourself from physical effects. Once per short rest, spend a point of Water, role play for 3 seconds, and call out “Purge by Acrobatics” to purge one effect with a Physical trait. You may also spend 2 points of Water and focus for 10 seconds to slip shackle props off your body and end that effect.
Out of Sight
Cost: 3Once per long rest, if you take an entire short rest in hiding where (as far as you can tell) no enemies can see you, you can refresh your Air without counting that refresh against your Void total.
Scout’s Vision
Cost: 5Information Skill
When a Guide is preparing to send a group through a Gate, you can sometimes examine the weave of magic that flows through the Gate. Once per long rest, if there is time, take the Guide away from others and call out softly “With the Scout’s Vision, I examine this Gate.” Spend a point of Water to softly ask one Yes or No question about what you may or may not encounter beyond. Sometimes you will gain a vision in the form of an answer to your question, sometimes you won’t. If you don’t get an answer - if the Guide tells you the vision is unclear – then you do not spend the point of Water.
Silent Strike
Cost: 5Spend a point of Water, call out “Short Silence,” and make a melee or missile attack to silence guards or disable spell casters.