The Scout Class for White Star (And Strange Stars) RPG

Continuing on the White Stars class posts- here is another one.

Here’s the Tech Specialist and Scoundrel

The Scout

Here’s the PDF- Scout

Scout 1




While comfortable in space and on a ship, it is planetside where a Scout feels most comfortable.  Scouts are advanced troops sent to survey the area and send back as much data as possible before the main force lands.


Scouts may have not received military training (or even serve in a militia or government branch).  They may just be people who have learned to survive in harsh and rugged conditions, bravely exploring various worlds for knowledge, or simply because they want to be left alone.



1 0 1 +0 15
2 1,500 2 +1 14
3 3,000 3 +1 13
4 6,000 3+1 +2 12
5 12,000 4 +3 11
6 24,000 5 +3 10
7 48,000 6 +4 9
8 96,000 6+1 +4 8
9 192,000 7 +5 7
10 384,000 8 +6 6

Table: Scout Advancement


Scout Class Abilities

Weapon and Armor Restrictions:  Scouts like to move quickly and lightly, covering as much ground as possible, but know that good armor protects from the dangers that await planetside.  A Scout can wear light and medium armor and their weapons are limited to clubs, daggers, spear, staff, sword, bows, crossbows, firearms, laser pistols, and laser rifles.


Skills: A Scout starts with two skills of their choice.


Deadly Aim: If the Scout has a sniper rifle (laser or ballistic) and does nothing but aim at a target for 2 rounds their shot is deadly accurate.  The target must succeed a Saving Throw or be killed by the Scout’s shot.  A target that succeeds at their Saving Throw suffers 2d6 damage.


Rugged Survivalist: A Scout knows how to survive and fight in nature. Any type of task that is nature related falls into the realm of the Scout. This can be from climbing impossible looking cliffs, building, finding, or disabling simple natural traps, camouflaging and hiding in the brush, moving silently, being able to survive and find food and shelter, and knowledge of herbs and fauna to use to treat poisons and toxins. Depending on what activity the Scout is attempting will determine which Attribute is being rolled.  The Scout may still take a skill for one of the above mentioned activities (IE. Climbing, disable traps, etc.) to gain the +2 bonus to their rolls, but any of these activities, even if they require a high level of education (IE. knowing how to counteract the deadly poison of a giant spider) are doable for the Scout.

Scout 2

Keen Observer: When a creature attempts to surprise a scout their threat range is reduced by half (IE. A giant flee (WS, pg 85) surprises foes on a 1-4 normally will only can surprise a Scout if they roll a 1-2).


Unhindered Movement: Scouts have learned how to maneuver in natural obstructions like craggy hills, thick underbrush, etc.  A Scout’s movement is unimpeded when moving in any of these type of terrains.


Saving Throw: Scouts receive a +2 bonus on Saving Throws against poisons and environmental hazards.


Wisdom XP: A Scout with a high Wisdom (15+) receives twice (x2) the normal Bonus XP for that attribute (10% not 5%).


Scout Master (5th): When a Scout reaches 5th level they have established a company of fellow scouts that are exploring or infiltrating other worlds.  These scouts can be called for aid at any time (although how long it will take them to arrive is up to the GM).  The scouts can also give information to the PC about a world the characters are traveling to, giving the Scout +2 to one knowledge/survival type roll while on that planet.  The scouts may contact their leader from time to time with interesting locations and plot hooks that have come their way.


Skills: Each class, unless stated in their description starts with two skills of their choice.  Rather than creating an extensive list of skills, let the player come up with their own skills.  These can be things like piloting, hacking, security, technology, alien cultures, trade, persuasion, intimidation, etc.


By-and-large a player character is able to attempt anything (however a GM is free to decided that certain things do require a skill, especially highly specialized things like hacking locks, etc.).  To do this the GM decides which attribute is appropriate and the player rolls a d20 and must roll equal to or under their attribute.  If they roll over, the attempt fails.  When a player character has a skill, they receive a +2 bonus.  A player may take a skill twice, giving them a +4 bonus.


Example: Big Eye James is attempting to pull a card from out of his cuff in a game of poker.  The GM asks if he has an appropriate skill.  James has sleight of hand, which the GM feels is more than appropriate for this situation.  Big Eye James has a Dexterity of 13- adding +2 to that for the Sleight of Hand skill.  Big Eye James rolls a 11 on his d20, thus succeeding on placing a card in his hand. 

Author: Mike Evans

I am the dude behind DIY RPG Productions. I have a fuck all punk rock attitude, love meeting new people, doing nature shit, and gaming (tabletop and console) and having a good time. I love craft beer (maybe too much), punk, grunge, and industrial music. I write books. Good for me.

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