Field Scout: Guardians of the Galactic Beat


Initiates to the Chronologist guild are typically individuals employed by a Chronologist to complete their current mission. Should this hired help prove capable, the guild member will continue their training on the metronome network. 

Field Scout Scout  2

Field Scouts are the Guild's rapid-deployment generalists—less specialized than Junior Tuners (who focus on machinery) or Apprentice Chronomancers (who wield time magic), but more mobile and adaptable. They pilot Guild survey vessels into uncharted Rift-lanes, escort researchers through quarantine zones, and handle first-contact situations with colonies operating near temporal anomalies. Most Scouts are chosen for their ability to think on their feet, tolerate ambiguity, and survive in hostile environments long enough to call for backup.

A Scout's loadout prioritizes versatility: they carry field scanners, survival gear, basic repair tools, and a sidearm, but rarely heavy ordnance. Their real value is their situational awareness—Scouts are trained to recognize Rift distortions, identify chronal hazards, and defuse volatile social situations before they escalate into firefights.

Perception +9
Languages:Skills: Society +7, Chronomancer Lore +7

Items: 


Perception +9 

Languages:  Common, and one other (often Tomenti, Gargo, or local dialect)
 

Skills:  Computers +8, Chronomancer Lore +7, Crafting +11, Diplomacy +7, Piloting +8, Society +7, Stealth +8, Survival +9,

Gear:  Survival knife, laser pistol, Pulse Rule, armored jacket, Guild comms badge, rations, climbing gear

Str +2, Dex +3, Con +2, Int +1, Wis +3, Cha +1

AC 18; Fort +8, Ref +9, Will +9
HP 32


Speed 30 ft.

Melee Survival Knife +8 (Agile, Finesse), Damage 1d4+2 slashing
Ranged Laser Pistol +9 (Range 40 ft., Reload 1), Damage 1d6+1 fire


Special Abilities

Scout's Eye (Reaction):
Trigger: An ally within 30 feet makes a Perception check.
Effect: The Scout calls out a hazard or tactical detail. The ally gains a +1 circumstance bonus to the triggering check.

Field Improvisation (1 Action):
The Scout attempts a DC 18 Crafting or Survival check to jury-rig a temporary solution to a mechanical or environmental problem (stabilize a failing airlock, patch a ruptured suit, etc.). Success grants a +2 circumstance bonus to the next check made to resolve the crisis.

Rift Awareness:
The Scout can use Survival instead of Occultism to identify chronal anomalies or Rift distortions within 60 feet, and receives a +2 circumstance bonus on such checks.


Roleplay Notes

Field Scouts are pragmatic, often cynical about Guild politics, but fiercely loyal to their teams. They've seen too many apprentices get lost in theory and not enough in practice. Scouts tend to:

  • Be blunt and direct in conversation (they don't have time for bureaucracy).

  • Carry small "good luck" tokens from past missions—a scorched Guild badge, a piece of Progenitor wreckage, etc.

  • Distrust overly clean NPCs ("If your armor isn't dented, you haven't been where I've been").

They respect competence, adaptability, and anyone who can survive a blown airlock or a Rift storm. They have little patience for Chronomancers who treat the field like a classroom.

White (Order & Duty)

  • Guild Loyalty: Scouts follow Guild protocol, file reports, and operate within a clear chain of command.

  • Team Support: Their Scout's Eye ability directly aids allies, and they function best as part of a team rather than solo operators.

  • Structured Training: They represent the Guild's investment in organized field operations—predictable, reliable, and accountable.

Red (Urgency & Adaptation)

  • Rapid Response: Scouts are deployed fast to emerging situations—they don't wait for committees.

  • Field Improvisation: Their ability to jury-rig solutions on the fly reflects Red's "act now, justify later" mentality.

  • Survival Instinct: They operate in hostile, unpredictable environments and trust their gut over theory.

Green (Continuity & Pragmatism)

  • Environmental Awareness: High Survival skill and Rift Awareness reflect Green's attunement to ecosystems—in this case, the "ecosystem" of time and space hazards.

  • Long-Term Thinking: Scouts document and preserve field data, contributing to the Guild's collective knowledge over generations.

  • Practical Solutions: They favor "what works" over elegant theory, mirroring Green's emphasis on tested, organic growth over artificial complexity.


Influence Encounter 

Traits: Pragmatic field operative, Guild loyalist, suspicious of outsiders
Perception: +9
Will: +9

Discovery:

  • Perception DC 18: Notice the Scout habitually checks exits and keeps their back to walls.

  • Society or Chronomancer Lore DC 17: Recognize their Guild badge has extra markings indicating hazard-zone clearance.

Influence Skills:

Skill

DC

Notes

Survival

15

Discuss field tactics, share dangerous mission stories

Piloting

15

Talk ship specs, navigation tricks

Diplomacy

18

Must be direct and practical; flattery fails

Intimidation

20

They've seen worse than you

Thresholds:

  • 3: The Scout shares intel on local hazards or lends field gear.

  • 6: Vouches for the party to senior Guild members or calls in a favor.

  • 10: Joins the party as a temporary ally for a dangerous mission.

Weaknesses:

  • Successfully solving a field crisis without Guild help (automatic Influence Point).

  • Demonstrating genuine survival skills in a hostile environment (lowers Survival/Piloting DCs by 2).

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