RPG/Scout

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Scout
Specialty Home Ec
Subjects Magic, Language
Faction Golden Alliance
Level HP MP Special Abilities
1 5 15 Creature Interaction +2
2 10 30 Woodland Companion 500XP, Contemplative Magic 15MP
3 15 45 Natural Battlefield +2
4 20 60 Creature Interaction +4, Contemplative Magic 30MP
5 25 75 Woodland Companion 1000XP
6 30 90 Natural Battlefield +4, Contemplative Magic 45MP
7 35 105 Creature Interaction +6
8 40 120 Woodland Companion 1500XP, Contemplative Magic 60MP
9 45 135 Natural Battlefield +6
10 50 150 Creature Interaction +8, Contemplative Magic 75MP

Special Abilities

Creature Interaction +X: Scouts gain a +X to any rolls made to intimidate, infuriate, or infatuate non-domesticated animals, monsters, or other creatures susceptible to such rolls. They also gain a +X bonus to checks made with analyze actions on creatures whether they are domesticated or not. If the creature is hostile to them, they deal +X damage to any such creatures.

Woodland Companion XXP: A scout gains free XP they may spend on one or more animal companions or attaining creature summons. These animal companions must be of the domesticated category or greater. The XP shown is the amount you get that level rather than a running total.

Natural Battlefield +X: A scout gains +X to any rolls made to hide, move silently, or track someone through a natural landscape.

Spells XMP (Contemplative): Scouts can cast spells costing up to X MP.

Restrictions: Scouts can only cast Fire, Earth, Wind, and Water element spells. Scouts can summon, but only creatures they have befriended.

Casting Cost: Casters must spend half the listed material costs of spells whenever they cast them, but they may reduce these costs by gaining and spending solitude points. When a scout is completely out of sight of any other sapient beings and in a natural setting, they gain 1 solitude point for every hour spent this way. A solitude point is worth the full value of a single spell, and can be spent whenever a spell is cast. A scout can have a maximum number of solitude points equal to their intelligence stat plus their scout facet level.

Spell Alterations: Scout spells that have durations have those durations increased by 50%.

Casting Actions/Stat/Skill: One hand action and one talk action. Scouts may use their Home Ec skill with either their Accuracy or Intelligence stat to overcome the casting difficulty of the spell.

Learning spells: Scouts learn spells by emulating the activities of animals attuned with the element of the spell they wish to learn. For every hour they spend observing or interacting with non-domesticated animals, they gain a number of MP equal to their Scout level worth of spell learning, with the element learned determined by the animals watched(that is to say, it's up to the GM's decision). They may spend these MP gained to learn spells with the cost of learning the spell equal to the spell's MP cost. Therefore, watching birds for 5 hours would give the Scout 10 MP to spend on spells, most likely of the Wind element.

MSF High RPG
Characters Character Creation Races Facets(SpecialGalacticOther) • Skills and Stats Advantages Disadvantages Dispositions
Items Weapons Magical Clothing Shields Spellbooks Concoctions Item Enhancements Crafting Mundane Items Legion-Exclusive
Rules Combat Trauma Rolling Animals Vehicles Other Rules
Magic Spells (FireWaterEarthWindLightSoundPurityEntropyMindBody) | SummoningBoosting Magic