Showing posts with label Scout. Show all posts
Showing posts with label Scout. Show all posts

06 January 2017

Earthdawn 4E: Companion Discipline Preview 06 - Scout

This is the sixth 4E Companion Discipline Preview, an ongoing series about Earthdawn Fourth Edition. Introduction and Index.


Everything contained here is the work of a fan and not associated with FASA Games.

Continuing with the pattern brings us to a new specialist Discipline to preview. After consulting with the Great Hunter and doing exactly as instructed, "we" are bringing you the Scout! This is intended to offer some insights into the Discipline design. Obviously the actual progression is missing, which is found at FASA Games.

The overall goal when approaching the high Circle Scout was to emphasize both their drive to discover and to blend in with their surroundings. With this in mind, their Discipline abilities saw some changes. First, their previous Warden ability, Blend, is something of an artifact of Silent Stride, which didn't have hiding as a default condition. As well, they're getting enough bonuses to evade detection (including a new Karma ability) and don't really need another. The replacement, Supernal Awareness, admittedly isn't incredibly interesting, but it is very good.

For Master, One with the World is a similar to the previous version, though features some subtle changes. First there are more specific mechanics around how it functions, as was previously somewhat confusing in certain circumstances. As well, it also provides them a broad bonus when looking for something, but not necessarily knowing what exactly they are looking for. Something that turns out to be pretty useful.

There is an easy trap for both designing and playing Scouts, and that is to focus exclusively on their wilderness aspect. However, they are supremely adaptable and should be comfortable in any setting. It was important for their Discipline abilities to support this versatility and not favor any particular scenario. This is going to show up again shortly.

Moving to the meat of the Discipline: talents. Again, their primary themes are discovery and blending in, with sub-themes of animals, combat (emphasis on talents not specific to melee or ranged), and knowledge. There is also a growing spirituality to this Discipline as they advance; their drive for discovery begins to move them away from our world, knowing there is so much more elsewhere.

Their Discipline talents have some notable changes, as only two of the seven (Chameleon and Echolocation) are still Discipline talents. This was to make their Discipline talents really focus on their primary themes, particularly with three entirely new talents, Alley Cat Approach, Bloodhound Form, and World Pulse. The latter of those is exclusive to Scout. All these talents enhance or open up new avenues for their primary themes.

The talent options available to high Circle Scouts have also changed considerably. Two of the previous options (Spot Armor Flaw and Tiger Spring) are available at earlier Circles, others aren't talents anymore (Multi-Tongue, Plant Shelter, Sense Poison, and Trace Missile), and one just wasn't quite the right fit anymore (Vital Strike). Cuts always create space to explore their primary and sub-themes. Which is to say often force new talents to be designed to fit the holes just created.

Combat talents for the Scout are a little tricky due to maintaining the aforementioned versatility when it comes to weapon selection. This is in addition to maintaining their overall approach to combat, which emphasizes precision and patience. Their overall goal is to never quite draw attention, if at all possible. Further displaying their versatility, lower Circles gave them access to avoidance talents, while high Circles move to more resistance based talents. It was tempting to maintain access to Defensive Posture, but it requires the character to have selected at least one specific talent option to make any use, and that didn't feel right when it comes to addressing how the Discipline adapts to situations.

Of their new talents, World Pulse is my favorite. It's weirdly spiritual and personal, in a way unique to the Discipline and each adept, and provides a unique lay of the land, revealing increasing details about the landscape and what it contains for rank miles in any direction. It's subtle, but very powerful in the right hands. Which is a good description of the Discipline as a whole.

04 November 2014

Earthdawn 4E: Anatomy of a Discipline 10 - Scout

This is the tenth 4E Anatomy of a Discipline, an ongoing series about Earthdawn Fourth Edition. Introduction and Index.

Everything contained here is the work of a fan and not associated with FASA Games.

When redeveloping the Scout for Earthdawn Fourth Edition (ED4), the primary theme was gathering intelligence in nearly any setting. As long as the setting isn't a library. Unless it has some sort of horrendous Golden Child-esque obstacle course required to gain access to the correct book.


Information is likely always going to be one of the most important commodities to any group, and this is truly where these adepts shine. Since the information they are gathering tends to have some resistance associated with it, they also have themes for adventuring, combat, and infiltration. This gives them a broad base of abilities to choose from - allowing them to specialize as needed for a given group.

Even though ED4 improved Scouts' access to combat talents considerably, it is important to realize they are not a combat discipline and simply do not have the ability to keep up with more specialized adepts. With the right choices and strategy, they can meaningfully contribute to their group - it simply is not likely where they shine brightest. 

What are the choices and strategy for the Scout? It depends in part on the weapon talent you want to use; they have two options: melee and missile. The good news is every combat talent option will support either of those choices equally. This isn't a coincidence and was a deliberate choice. Both of these options are equally valid to the archetype and their talent options should reflect this state.

From there, what Scouts have going for them is access to mobility. As a melee combatant, they can work best as a skirmisher who moves to support their allies as needed and never gets bogged down in the thick of things - which will likely end poorly - or move to harass archers, skirmishers, and spellcasters for the opposition. Ideally, you are either picking on someone weaker than you, or teaming up with someone so you will not be the primary target.

Those who took Missile Weapons will want the same targets, but they are going to use their mobility to stay out of harm's reach. Climbing, Great Leap, and Sprint are all going to be useful towards this end. You don't just want someone to not be able to reach you, but you want them to waste their actions trying. The more time which is focused on you is more time they aren't doing something productive like slowing down the obsidiman freight train, or stopping your Wizard friend from dropping razor orb. On the flip side, if they aren't even going to try, then attack with impunity.

You should consider playing a Scout if you like to be integral to all of the awesome plans outside of combat (there is a good chance they will all be your plans, anyway). If you like to participate in combat, but it isn't necessarily your thing (particularly with complicated talent interactions), then this could very well be for you.

Novice

First Circle
  • Awareness
  • Climbing
  • Scout Weaving
  • Tracking
  • Wilderness Survival
Abilities
  • Durability 5
  • Navigation
  • Karma: Action tests to gather information
Second Circle
  • Stealthy Stride
Third Circle
  • Direction Arrow
Abilities
  • Karma: 
Fourth Circle
  • Danger Sense
Journeyman

Fifth Circle
  • Evidence Analysis
Abilities
  • Enhanced Senses: 1 Strain and choose a sense to enhance. You gain +2 on any Perception-based tests using it for one round. If the sense is unhindered, you may ignore Blindness penalties for one round by using it as your primary sense.
  • Karma: Recovery Tests
Sixth Circle
  • Astral Sight
Seventh Circle
  • Safe Path
Eighth Circle
  • Orbiting Spy
The focus here isn't just about gathering specific information, though they impressive in this regard, but also a general situational awareness. In this broader area, they are without peer. Between Astral Sight, Awareness, Danger Sense, and Orbiting Spy, they should hardly every be caught unaware. Astral Sight, Awareness, and Evidence Analysis should get them started with a direction. Direction Arrow and Tracking will lead them to the information. Navigation, Safe Path, and Wilderness Survival get you there. Finally, Climbing and Stealthy Stride are for the inevitable infiltration and exfiltration. Assuming it does't end in just violence and running (it usually ends in violence and running).

There are many more tools which can be used to help with any of these parts, particularly if you plan to operate more in cities than in more wilderness settings. If you want to get help with the violence and running optional piece, talent options are where all of it can be found.
  • Anticipate Blow - A useful talent which benefits defense and offense, but requires a good initiative. Generally only suggested for characters who want to invest heavily in combat talents.
  • Avoid Blow - Outside of an actual weapon talent, the basic combat talent. This is more important for Scouts who choose Melee Weapons than those who choose Missile Weapons.
  • Creature Analysis - Definitely a thematic talent for a Scout, particularly those who want to participate more indirectly in combat and support their group.
  • Disarm Trap - If your group doesn't have a Thief and you are either exploring kaers or operating in a city, this should be strongly considered. However, if you don't have Lock Picking yet, you should start with that one.
  • Great Leap - One of the talents which improves a Scout's mobility. This is essentially climbing for action scenes.
  • Lock Picking - If your group doesn't have a Thief, you should probably be looking long and hard at this talent.
  • Melee Weapons - One of the two weapon talents. Melee Weapons offers either more damage (two-handed weapons) or better armor (shields) over Missile Weapons.
  • Missile Weapons - The second of the two weapon talents. Missile Weapons offers range over Melee Weapons, which is has defensive and offensive advantages.
  • Speak Language - Part of traveling the world to find new things is meeting new people and learning how to speak with them. Also, this can be important when spying.
  • Read and Write Language - Sometimes you can't take the documents with you and have to read them on the spot, or know which documents are those you came for in the first place.
Outside of actually playing and figuring out which talents will best fit your character, play style, and the campaign you are a part, there are a few different generic "builds" which can help show off themes and different decisions.

A Scout filling the shoes of a Thief as well, who will be referred to as an infiltrator, will want a weapon talent (Melee Weapons will probably work out the best), Lock Picking, Disarm Trap, and Avoid Blow. This is going to give you all of the tools for breaking in and the ability to do something in combat. For those looking for less combat, consider Great Leap for awesome chases.

Those who are most interested in filling the role of a ranger will want Missile Weapons, Avoid Blow, Anticipate Blow, and Creature Analysis. With these talents, the adept is going to be most at home in the wilderness and good support in combat.

A more aggressive combat Scout, we'll call them recon, will want Melee Weapons, Avoid Blow, Anticipate Blow, and Great Leap. Very similar to the ranger, though they are going to use their mobility through Great Leap to bypass opponents as needed and launch deeper strikes, or to help make a hasty get away.
  • Animal Bond - This opens up some new opportunities for Scouts. These animal companions will not be combatants, there simply isn't the talent support, but they can expand their ability to gather information considerably.
  • Borrow Sense - If you have the animal companions, you can use their superior senses for your own ends.
  • Conceal Object - Best when used with Surprise Strike and a melee weapon, or for escaping with the goods and things haven't gone pear-shaped yet.
  • Disguise Self - An incredible tool for getting into and out of secure locations. It even works for getting lost in a crowd to shake pursuit.
  • Spirit Mount - Useful for making a quick getaway.
  • Spot Armor Flaw - Any Scout who wants to be more competent in combat will want to consider this.
  • Sprint - This improves mobility, either for getting into trouble or escaping from it.
  • Surprise Strike - While any character can gain some benefit, those with Conceal Object are likely to get the most from this talent.
  • Tiger Spring - If you have Anticipate Blow, this is almost a must. Any combat-oriented Scout will want to consider this talent.
  • True Sight - Very specific in application, though worth taking if you encounter illusions frequently. Or you have a deep-seated fear of encountering illusions.
Returning to the three previous builds, the infiltrator will want Disguise Self, Conceal Object, Surprise Strike, and Sprint. This will give you considerably more bite in combat and enhance your ability to operate unobtrusively. Spending every other action re-establishing surprise in combat will likely be the best strategy to get the most from Surprise Strike. This will also allow you to either keep from drawing too much attention, or tie up some of your opponents while your allies deal with them.

Rangers will want Animal Bond, Borrow Sense, Spot Armor Flaw or Tiger Spring, and either Spirit Mount or Sprint. The latter is going to be more useful in combat, while the former more useful outside of combat. This particular character has strayed from their combat roots established in Novice, but they are more focused on gathering information and keeping out of direct conflict.

The recon Scouts, on the other hand, are about causing trouble. They will want Spot Armor Flaw, Tiger Spring, Conceal Object, and Surprise Strike. This is as combat heavy as a Scout gets. If you are using a two-handed weapon (why not, besides the strength requirement?), Conceal Object and Surprise Strike aren't going to be very useful. In this case, trade them out for Sprint and Disguise Self. Sprint is going to maximize your battlefield mobility and Disguise Self will open up a lot of opportunities for gathering intelligence.

For a discussion over the general themes of the Scout how they can function in game, see the Third Edition Anatomy of Scout. Example characters: elf and ork.

16 June 2014

Earthdawn 4E: Example Character 10 - Ork Scout

This is the tenth Example Character in an ongoing series about Earthdawn. Introduction and Index.

An ork is unlikely to be considered a typical choice for the Scout discipline. However, they do have some interesting things to offer from a mechanical and setting perspective. Their high Strength and good Toughness allow them to have more impact in combat, notably giving access to Size 6 weapons. In the setting, orks are everywhere. If you need to get information from a less than savory part of town (which pretty much defines how groups operate most of the time), an ork is the perfect choice.

Each Circle saw this character improve one attribute and take a new Talent Option. There are no Thread Items on this character, however unlikely it may be. 

Note: The entries in this series may be updated periodically as I master the coding to fit all eight of the Circles in a fashion which doesn't result in eye melting. Consider these living entries. Please leave comments if there is anyway this could be made more useful.

Discipline: Scout
Race: Ork

Attributes:
DEX: 18 (7)   STR: 16 (7)   TOU: 16 (7)
PER: 16 (7)   WIL: 10 (5)   CHA: 13 (6)

Characteristics:
Initiative: 6 (Recommended: Crystal Ringlet [-2])
Physical Defense: 13
Mystic Defense: 10
Social Defense: 8

Physical Armor: 12 (Recommended: Crystal Ringlet, Forged +8 [10])
Mystic Armor: 6 (Recommended: Crystal Ringlet [4])

Damage: 23 (Recommended: Two-Handed Sword, Forged +8 [16])

Unconsciousness: 72
Death: 87
Wound Threshold: 10

Recovery Tests: 3
Knockdown: 6
Karma: 40
Karma: Gathering information, Initiative, and Recovery Tests.

Talents: 
Awareness: 9 (16)
Climbing: 8 (15)
Scout Weaving: 8 (15)
Tracking: 8 (15)
Wilderness Survival: 8 (15)
Navigation: 8 (15)
Melee Weapons: 9 (16)
Stealthy Stride: 9 (16)
Anticipate Blow: 8 (15)
Direction Arrow: 8 (15)
Avoid Blow: 8 (15)
Danger Sense: 8 (15)
Lock Picking: 8 (15)
Evidence Analysis: 9 (16)
Spot Armor Flaw: 8 (15)
Astral Sight: 8 (15)
Disguise Self: 8 (15)
Safe Path: 8 (15)
Tiger Spring: 8
Orbiting Spy: 8 (15)
Spirit Mount: 7 (12)

Where the elf Scout is about hanging back and gathering information from afar, this adept is more hands-on in how they work. Their specialty is infiltration; get in, gather the intelligence, and get out. Disguise Self and Lock Picking help with the getting in and Spirit Mount helps considerably with the escape.


In combat this particular setup is capable, edging into "combat character" territory. Between Spot Armor Flaw, Anticipate Blow, and Tiger Spring, they should be able to reliably apply bonuses to Attack and Damage tests, and Physical Defense against a target. Excessive Strain can be a concern, but the duration of Spot Armor Flaw makes it economical, though the costs of Anticipate Blow and Tiger Spring mean the latter should be saved against targets which require it, rather than continual usage.

To emphasize this even more, Surprise Strike and Conceal Object could be taken, along with a broad sword and crystal buckler. If using Conceal Object and Surprise Strike, loading up for a decisive strike (Aggressive Attack, all of the Karma, etc.) will yield the greatest benefit.

The biggest strength any Scout brings to a group is their ability to travel off of the beaten path and find things. Social situations are going to be problematic, but combined with a properly social discipline, such as a Troubadour, they could be a frightening inquisitor character able to pry information from any target. As well, dealing with magic is not their specialty, though Astral Sight gives them a leg up on everyone else which has problems dealing with magic.

13 June 2014

Earthdawn 4E: Example Character 09 - Elf Scout

This is the ninth Example Character in an ongoing series about Earthdawn. Introduction and Index.

There isn't truly an iconic pairing for the Scout discipline. However, with their excellent Dexterity and Perception, an elf makes a good fit. To be fair, windlings also fit this bill (with the added bonus of flight and a small size) and human's Versatility can really expand the range of a discipline which can already fill a number of different roles based on the needs of the group.

Each Circle saw this character improve one attribute and take a new Talent Option. There are no Thread Items on this character, however unlikely it may be. 

Note: The entries in this series may be updated periodically as I master the coding to fit all eight of the Circles in a fashion which doesn't result in eye melting. Consider these living entries. Please leave comments if there is anyway this could be made more useful.

Discipline: Scout
Race: Elf

Attributes:
DEX: 20 (8)   STR: 13 (6)   TOU: 14 (6)
PER: 19 (8)   WIL: 10 (5)   CHA: 13 (6)

Characteristics:
Initiative: 9
Physical Defense: 14
Mystic Defense: 12
Social Defense: 8

Physical Armor: 10 (Recommended: Fernweave, Forged +8 [10])
Mystic Armor: 5 (Recommended: Fernweave [3])

Damage: 19 (Recommended: Elven Warbow, Forged +8 [13])

Unconsciousness: 68
Death: 82
Wound Threshold: 9

Recovery Tests: 3
Knockdown: 6
Karma: 32
Karma: Gathering information, Initiative, and Recovery Tests.

Talents: 
Awareness: 9 (17)
Climbing: 8 (16)
Scout Weaving: 8 (16)
Tracking: 8 (16)
Wilderness Survival: 8 (16)
Navigation: 8 (16)
Missile Weapons: 9 (17)
Stealthy Stride: 9 (17)
Avoid Blow: 8 (16)
Direction Arrow: 8 (16)
Creature Analysis: 8 (16)
Danger Sense: 8 (16)
Anticipate Blow: 8 (16)
Evidence Analysis: 9 (17)
Spot Armor Flaw: 8 (16)
Astral Sight: 8 (16)
Sprint: 7
Safe Path: 8 (16)
Animal Bond: 7 (13)
Orbiting Spy: 9 (17)
Borrow Sense: 7 (12)

Starting with how they address combat. Their Initiative is good, meaning they will probably have someone going after them in most rounds. With their bow, this means they should always be able to reach out and touch someone who is slower, taking advantage of Anticipate Blow in the process. Along with Spot Armor Flaw, their impressive Perception can be used for some synergy in combat.


While this adept can contribute meaningfully to a fight, this isn't their focus by any stretch. If you wanted to give them more punch in a fight, taking Surprise Strike and Tiger Spring in place of Animal Bond and Borrow Sense will give that kind of impact. On the whole, they will do best to maintain distance and support their allies, or focus on harassing key opponents.

Outside of a conflict is where this character shines, particularly in the role of gathering information for their group and traveling to dangerous locales. The particularly notable talents they have selected are Animal Bond and Borrow Sense. The purpose of these is to give the Scout a variety of additional senses to which can be used to further expand their abilities to gather information. 

02 February 2013

Earthdawn: Anatomy of a Discipline 15 - Scout


This is the fifteenth Anatomy of a Discipline in an ongoing series about Earthdawn. Introduction and Index.

Overview

The Scout seeks to experience the world in its entirety. Only by opening all of their senses and truly learning a single place in a single time can they claim to be living that moment. Regardless of the setting, from untouched wilderness to a bustling urban area, Scouts enjoy little more than seeking out new things. They want new sights, sounds, scents, feelings, in new combinations, all at once. They are the quintessential wanderers, always wanting to see what is next and go somewhere new.

Through this, they learn and process a considerable amount of information. Because of those abilities, these adepts are invaluable to any task where gathering information is vital, from investigating in a city, to searching for a lost kaer in the wilderness. The Scout brings a unique set of skills to any Group. If you want someone that knows something, it is likely best to see a Troubadour or a Wizard, but if you want someone to learn something for you, there is unlikely to be a better option than a Scout.

Because they spend so much time taking in their surroundings, many Scouts are prone to remain inactive. There is a reluctance to get involved, instead to observe. They do not want to spoil the natural order, this includes Namegivers. The contemplation over the correct course of action, as well as deciphering all of the information they are taking in, may delay their actions to the point where it is too late.

One of the main questions for any Scout is to define what drives them: why do they seek to experience the world? Perhaps even, what are they looking to find? What are some of their favorite sensations that they seek out? Do the love the feeling of a warm rain on their face, the crisp scent after a thunderstorm, or sitting perfectly still and letting their surroundings just wash over them?

Discipline Violations

These are best employed not as a stick, but as a chance for the player to take a deeper look at what it means to follow their Discipline. The greatest trouble a Scout will face is their unwillingness to get involved. That hesitation, because if they disrupt how things were, then they have changed things and that is against their ethos. They exist to experience the world, not shape it. If their actions destroy part of a forest, they may be compelled to do what they can to restore it. The same can be said for a Namegiver's home. While doing nothing will almost certainly lead them into conflict with their Group. It is truly a fine line that Scouts must tread, though there can be reward in exploring these elements.

Specialists

There are three specialties for the Scout: Burglar (or Delver), Explorer and Infiltrator. Two of these specializes in a different surrounding; the Explorer in the unknown wilderness and the Infiltrator in the urban wilderness. The Burglar specializes in removing (or liberating) items typically from ruins or lost kaers.

Burglars learn Research as a Second Circle Discipline Talent and Speak Language is a Novice Talent Option, while Detect Weapon is removed from the list entirely. Detect and Disarm Trap are both Novice Talent Options, and Anticipate Blow and Disguise Self are now Journeyman Talent Options. This presents a relatively significant change to the structure of the Discipline and puts a great deal more emphasis on traditionally Thief duties. If there is a Thief in the Group already, this will probably be unnecessary. Otherwise, this is a great way to cover those missing Talents at an early opportunity.

An Explorer has Creature Analysis as a Second Circle Discipline Talent, while Speak Language is an Initiate Talent Option, and Sense Danger as a Fifth Circle Discipline Talent and Evidence Analysis as a Journeyman Talent Option. This is a slightly more combat ready adept, not necessarily capable, but ready. A potential downfall here is that you may find less to do proactively. Both of the Discipline Talents you gain, while good, don't tend to contribute outside of combat. The ability to spend Karma isn't vital for any of these Talents (other than being mostly irrelevant for Speak Language).

The Infiltrator has Silent Walk as a First Circle Discipline Talent and Wilderness Survival as an Initiate Talent Option; and Disguise Self as the Third Circle Discipline Talent, but Navigation as a Novice Talent Option. This adept is going to be marginally less useful adventuring (because the Navigation skill is still granted through Half-Magic), but act more as a spy. The most attractive element here is Silent Walk as a Discipline Talent. This is typically a test that you don't want to fail and having access to the Shadow Hide Knack at First Circle is always good. If you don't want Disguise Self, however, this may not be great.

All of these specialists are good for their respective roles, but neither of them are simply better at being a Scout. All three flavors of Scout have something good to bring to the table; though if you already have a Thief in the Group, a Burglar will likely be a poor choice. Unless you expect to find that many traps.

Talents

Initiate
Talent Options: Avoid Blow, Creature Analysis, Melee Weapons, Missile Weapons, Silent Walk

First Circle
Discipline Talents: Climbing, Karma Ritual, Search, Tracking, Wilderness Survival

Novice
Talent Options: Anticipate Blow, Detect Trap, Detect Weapon, Disguise Self, Great Leap, Read/Write Language, Sprint

Second Circle
Discipline Talents: Durability (6/5), Speak Language

Third Circle
Discipline Talent: Navigation

Fourth Circle
Discipline Talent: Thread Weaving [Scout Weaving]

Journeyman
Talent Options: Conceal Object, Direction Arrow, Disarm Trap, Lock Picking, Maneuver, Sense Danger, Trap Initiative, Trick Riding

Fifth Circle
Discipline Talent: Evidence Analysis

Sixth Circle
Discipline Talent: Astral Sight

Seventh Circle
Discipline Talent: Empathic Sense

Eighth Circle
Discipline Talent: Safe Path

The Scout is all about gathering information, with a side order of surviving in the wilderness/adventuring. There isn't particularly much to say about there Discipline Talents beyond that, they will support one, if not both, of those themes in some way. Climbing, Search, and Tracking are good for both themes. Speak Language, Evidence Analysis, Astral Sight and Empathic Sense all support their information gathering theme, and Wilderness Survival, Navigation, and Safe Path are all solid wilderness/adventuring Talents.

This can easily put the Scout in a role of keeping the Group together and out of harm, though there is little to suggest a leadership role. They would more likely to be the quiet supporter of safety in numbers. Keep in mind, these adepts are not combat characters and do not have much to do in a fight. If you are looking for a character that can get into trouble and hold their own beside a Warrior, then you may want to keep looking. The Archer or Woodsman have many similar themes, but are also significantly more combat ready.

With that out of the way, the questions focus on what else you would like your Scout to do, primarily through Talent Options, but also potentially with multiple Disciplines (not all groups like to include that option). Scouts have some solid Talent Options and you may feel like you don't have enough space for all of them - and you may not. They can also substitute for a Thief if you Group is lacking in that area, but at Initiate, they have one very important choice:
  • Avoid Blow - This is still something that I advise against as a Talent Option, not because it isn't good, but because the math doesn't tend to work out favorably when you cannot spend Karma. It also has a requirement to improve every Circle if you want it to remain relevant and you probably aren't going to have enough Talent Options to get everything you want in the long run. I'm starting to feel like I should just make a post about this Talent and link to it.
  • Creature Analysis - Scouts are all about gathering information and this is well within that schtick. If you have the space and no one else has this Talent, you can do a lot worse.
  • Melee Weapons - You're going to want a combat Talent if you don't have one already. If you prefer doing damage, this is going to be the way to go in the long run.
  • Missile Weapons - You're going to want a combat Talent if you don't have one already. If you prefer relative safety over damage, this is going to be the way to go in the long run.
  • Silent Walk - I honestly don't know if I have ever seen a Scout without this Talent. It allows you to gather information covertly, and when you say "I'm going to go scouting", it doesn't have to mean "I'm going to wander that way and maybe stumble into a fight".
There are more good Novice Talent Options and likely to be tempted by at least one from Initiate:
  • Anticipate Blow - This is the only defensive Talent available to Scouts and has the upside of working for both Melee and Missile Weapons. The only downside to the Talent is that it puts you in the position of needing a good initiative. This means melee characters will have to sacrifice better armor to keep it useful. Ranged characters won't find that sacrifice as significant. You will want to improve this regularly to keep it useful.
  • Detect Trap - If you intend on fulfilling the role that a Thief would typically play (dealing with traps), this is going to be the first step on that path. Unfortunately you won't actually be able to disarm them until Journeyman. If you happen to have a Thief, ignore these - they will be much better at this than you and you will have plenty of other options available. Keep in mind that you get this skill through Half-Magic.
  • Detect Weapon - Scout is actually one of the few Disciplines where I quite like this Talent because it is what they are about: they discover potential threats before they come into play. If you are finding too many good options, this may be one of the first sacrifices; it isn't likely to be relevant that often.
  • Disguise Self - Very useful in a intrigue or urban-based game. A typical adventuring game may use this during city adventures, but likely won't find much value when confronting a Horror or espagra.
  • Great Leap - Both melee and ranged characters will find use out of this. The former in conjunction with Down Strike to improve damage and the latter to get of the way from attackers.
  • Read/Write Language - A natural compliment to Speak Language (it's easy to forget that you cannot read the many languages you speak), but may not make the cut with other, more tempting options.
  • Sprint - The Karma cost isn't as pressing for Scouts simply because they don't tend to spend as much (specifically because they don't have any combat Talents to spend it on). If you have the open Talent Option, this could be a good choice. It will certainly make getting away from pursuers back to the safety of the Group much easier (see Silent Walk above).
On the whole, I don't find the Journeyman Talent Options as compelling. Probably because they are mostly Talents that you find at Novice in other Disciplines and the increased costs are unfortunate. That being said, if you are fulfilling the Thiefly duties, there is a lot to like here:
  • Conceal Object - For most Disciplines, this Talent focuses on concealing weapons, but for the Scout it is typically about infiltrating some form of contraband, or ex-filtrating evidence. If that seems useful for your Group at this point, give this some consideration.
  • Direction Arrow - A return to gathering information. This works very well with Empathic Sense to ensure that the Group stays together. If it doesn't seem like a game where one character will get in trouble all on their own and need some saving, then this might not be relevant to you.
  • Disarm Trap - If you took Detect Trap previously, this is a nice compliment. Otherwise, it is pretty useless.
  • Lock Picking - If you don't have a Thief and are engaged in espionage, then this is a must. Even if you do have a Thief in the Group, this might still be valuable.
  • Maneuver - If you are a melee character and find your damage lacking, this might be the answer, though I would suggest Great Leap and Down Strike first
  • Sense Danger - This is bound to come up at some point and supports the Scout's theme. The downside is that you can get a weaker version with a cloaksense brooch. 
  • Trap Initiative - You will want this to go along with Detect and Disarm Trap, maybe even if you don't have them, but probably not.
  • Trick Riding - With all of the other good Talent Options, this sticks out more than a little. While the mounted Scout makes sense, it simply brings along all of the problems the Cavalryman has. Unless you have a compelling reason and the space (and by this point you should have a good idea of how useful this will be), I would give it a pass.
Races

Perception is a Scout's most important attribute, and since the difference between the best perception in the game (elves and windlings at +1) is only two more than the worst (obsidimen and trolls at -1), there isn't a whole lot to be said there. The good dexterity that elves and windlings bring to the table will be useful, but since this adept isn't a combat character, it isn't quite as necessary to carry your own weight in a fight. The array of Discipline Talents means that having great Karma isn't a necessity. Essentially what you are looking at is the other abilities that each race brings to the table.

The heat sight and low-light vision that some races have will be useful in scouting during the night without bringing a light source. Windling's flight is very valuable, as is Astral Sight up until it becomes a Discipline Talent. A human's Versatility can be a great way to fill out some of your perceived holes, though be certain to determine what other Disciplines (if any) you would like to pick up first. Tail attack is a great ability, but a t'skrang Scout won't have any default way to use it and will need to be a melee character to really use it. The odd Namegiver out is the obsidiman, but even so, a melee obsidiman Scout with Great Leap and Down Strike will still be a Thing. One final thing, obsidiman and troll Scouts will want to be melee characters to take advantage of their size.

Equipment

If you have selected Anticipate Blow as a Talent Option, you will want to be aware of your initiative. Otherwise, it doesn't particularly matter what your initiative is. In the former case, light armor will be a must and melee characters will want a two-handed weapon; ranged characters will still want to use a buckler. If you don't care about initiative, then load up on heavy armor and melee characters can even use a big ass shield.