TEXT: Harm
  Gear and Notes
  Roles
  When you mark off your 
  Dead box, you return as 
  a revenant dead set on 
  one last task. Keep all 
  your penalties, but heal 
  two Harm boxes. You 
  gain 3-Armor until your 
  task is done - then you 
  find rest. 
  You and those you travel with add the camo tag 
  to their outfits. 
  Choose two moves:
   S hadows Un boun d
  When you harass your foes as they travel the 
  wastelands, hold 1 for each of the following: they 
  traverse Hostile Grounds, they are not natives to 
  that area, they are not expecting you, you have 
  perfect cover, you lead a team to attack. 
  Spend hold to: 
  • 
  Savage them. Gain 1-Treaty on a witness’ 
  Family/Faction as fearful tales spread.
  • 
  Waylay them. Critically delay their actions or 
  force them to take a route of your choice.
  • 
  Harry them. Pick their numbers apart, priming 
  an overwhelming force for Fiercily Assault.
  • 
  Sabotage them. Destroy their cargo, their 
  vehicles or their supplies.
  • 
  Elude them. Avoid revealing your position or 
  identity.
  You can chose each options more than once. A 
  force much larger than yours may require more 
  than one hold spent, at the GM’s discretion.
   Sig hts Unseen
  When you Unearth Forgotten Lore in the wilds, 
  you can always ask a followup question that the 
  GM must answer truthfully. If you discover an 
  unexpected treasure or enemy force, gain 1 Data.
   Words Uns pok en
  When you find a new people deep in the 
  Wastelands you can roll Familiar Face and Find 
  Common Ground with Lore. When you do, you can 
  overcome any language barrier. 
   Paths Unt rodden
  When you lead an expedition through Hostile 
  Grounds, pick two from:
  • 
  You leave no tracks 
  • 
  You move unseen.
  • 
  You travel in forced march
  • 
  You travel safely
  When you evade your enemies in the wilds, roll 
  Forge a Path with Steel.  
   La Longue C arabine
  Chose two of the following: 
    Your melee weapons have the tag brutal.
    Your ranged weapons have the tag far.
    Your outfits always have the tag thermo.
    Your vehicles always have the tag durable.
   In heritance
  Get an Inheritance move from your Family:
  The Scout
   On the run
   Pinned
    Feverish (-1 Sway)
    Lame (-1 Force)
   Dead
  Name:
  Pathfinder. Trailblazer. Wayfarer… They have given you so many names! All because you rule where they fear 
  to tread, off the beaten path.
  Stats
  Choose one:
   Force 0, Lore 0, Steel 1, Sway 0
   Force 0, Lore 1, Steel 1, Sway -1
   Force 0, Lore 0, Steel 2, Sway -1
  Looks
  Masculine, feminine, concealed, 
  transgressing
  Weathered 
  face, 
  scarred 
  face, 
  grizzled face, rugged face
  Keen eyes, clear eyes, canny eyes, 
  haunted eyes
  Husky body, sinewy body,  
  gaunt body, lanky body
  Backstory
  Read these out and ask for 
  volunteers:
  I raised 
   on the wild 
  frontiers of the homeland.
   and I found Dead 
  Man’s Gorge and survived its curse. 
  ’s actions doomed 
  scavengers I counted as friends. 
  Trigger one at character creation.
    Leader: when you take some of your People 
  to settle a new land, describe its harshest 
  season and how you plan to survive it. 
    Agent: when you go on a journey to a 
  unknown land, describe its riches. The GM will 
  tell you what the journey will cost you.
    Rebel: when you discover a new people, tell 
  us about their customs and why you love 
  them. The GM will say how they’re doomed.  
    Outsider: when you find a new home among 
  the wasteland’s inhabitants, say how the 
  experience has made you wiser and tougher. 
  The GM will say what’s called you away from 
  your new home. 
  When you change roles, add 1 to a stat or pick a new 
  move. If you mark all roles, retire to safety and trigger 
  as much of your Death move as you wish.
  Force 
   Lore 
   Steel 
   Sway 
  
SOURCE: textdata/thevault/Powered by the Apocalypse/Legacy/Legacy 2e/KS Material/Playbooks/Legacy - Life Among The Ruins (2nd Edition) - Playbook - The Scout.pdf