Scoundrel
Scoundrels are rogues- good, bad, and neutral- who either
live outside the law or fight against it in order to get the
upper hand. They can come from any world or region of the
galaxy. The Scoundrel gets by with bravado, Intelligence,
duplicity, and trickery. They live by their wits, lying,
cheating, stealing, and even fighting when the need arises.
Base Abilities
- Sneak Attack: The Scoundrel
has learned how to use any advantage. When a Scoundrel is
able to make a Surprise Attack or Back Attack against another
creature, they gain +1 attack die. This ability increases as
the Scoundrel levels up.
- A Bad Feeling: The Scoundrel has a
sense of danger that heightens their senses. When in a
potentially dangerous situation, the Smuggler is more
alert. Increase the Scoundrel's Alertness (and therefore
Initiative) by +1 permanently.
Ultimate Ability
- Bushwhack [Power / Attack]:
As an Action, the Scoundrel may pay 2 Motivation and attack
from Concealment. The attack can target up to N enemies
within Close Range (3-4 squares) from the Scoundrel, where N
is the number of Stealth Tokens that the Scoundrel had
unused. The Scoundrel makes a
single Attack Roll against this
group, and each member can only use
their Armor Defense to
defend.
Knowledge
- Forgery: Scoundrels know how
to make fake credentials. This ranges from Imperial ID cards
to Transponder codes and everything in between.
Motivators
- Sticky Fingers: Whenever the
Scoundrel takes something that doesn't belong to them worth
at least 10 credits, they gain 1 Motivation.
- Tactical Retreat: Whenever the
Scoundrel uses two Movement Actions in a row to move away
from an enemy, they gain 1 Motivation. Note that one of
these Movement actions can instead be the Hide Action.
Forgery
The Scoundrel knows how to make a fake identifier, such as an
Imperial ID card or Transponder Code. This does not allow more
access than what a normal member of galactic society would have
access to, unless the Scoundrel has gained access to a real ID
of the same level, or can cooperate with a Slicer who has access
to that system.
Hit Points
A Scoundrel gains 1 Hit Point per level.
Leveling Table
|
Class Level
|
Class Features for Level
|
|
0
|
- Sneak Attack +1;
- A Bad Feeling;
|
|
1
|
- Forgery;
- Melee Weapon Proficiency;
|
|
2
|
- Scout Skill Point;
- Con Artist Skill Point;
|
|
3
|
- Guard Skill Point;
- Networker Skill Point;
|
|
4
|
- Sneak Attack +2;
- Any Skill Point;
|
|
5
|
- Forgery
- Thrown Weapon Proficiency
|
|
6
|
- Helm Skill Point;
- Negotiator Skill Point;
|
|
7
|
- Engineer Skill Point;
- Comms Skill Point;
|
|
8
|
- Sneak Attack +3;
- Any Skill Point;
|
|
9
|
- Forgery
- Ranged Weapon Proficiency
|
|
10
|
- Medical Skill Point;
- Instigator Skill Point;
|
|
11
|
- Scanners Skill Point;
- Survivalist Skill Point;
|
|
12
|
- Sneak Attack +4;
- Any Skill Point;
|
|
13
|
- Forgery
- Melee Weapon Proficiency
|
|
14
|
- Investigator Skill Point
- Athlete Skill Point
|
|
15
|
- Technician Skill Point
- Leader Skill Point
|
|
16
|
- Sneak Attack +5;
- Any Skill Point;
|
|
17
|
- Forgery
- Exotic Weapon Proficiency
|
|
18
|
- Commander Skill Point;
- Calculator Skill Point;
|
|
19
|
- Sneak Attack +6;
- Any Skill Point;
|
|
20
|
|
Talent Tree(s)
- Underworld Connection (x6):
The Scoundrel selects another Underworld Connection from the
list.
- Dirty Trick (x4); The
Scoundrel has mastered a Dirty Trick which gives them an edge
in combat.
- Improved Backstab: The
Scoundrel learns
the Backstab
Special Move if they don't already know it. In addition, the
Move now reduces the target's Armor Deflection by 4 until the
end of the Round (instead of 2).
- Increased Stealth Pool: The
Scoundrel's Stealth Pool size is increased by 1.
- Increased Deftness: The
Scoundrel's permanent Deftness score increases by 1.
- Increased Charisma: The
Scoundrel's permanent Charisma score increases by 1.
- Increased Confidence: The
Scoundrel's permanent Confidence score increases by 1.
- Increased Perception: The
Scoundrel's permanent Perception score increases by 1.
- Quiet Sneak: When the
Scoundrel would make Noise while Stealthed, they make 1 less
die of Noise than they would otherwise. This can reduce the
Noise dice to zero. In addition if a Scoundrel makes a
Sleight-of-Hand check (Deftness) to pickpocket or plant an
item, they gain a +2 bonus.
- Fast Talker: When the
Scoundrel is detected during Stealth, they can use the
Deception skill even if the Guards are Hostile and would
normally shoot first.
- Point Blank Shot: Whenever
the Scoundrel is making a Ranged Attack at Close Range or
Melee Range, they gain a +2 attack dice bonus.
- Deadeye: If the Scoundrel
performs the Aim Action, their next attack will also gain +2
extra attack dice.
- Mobility: If the Scoundrel
uses both of their Actions for Movement, they can also ignore
Difficult Terrain. This includes Difficult Terrain caused by
enemy unit positions.
- Crack Shot: If the
Scoundrel shoots at something at Long or Extreme Range, they
gain +2 extra attack dice.
- Rolling Dodge: If the
Scoundrel performs the Dodge Action while Prone on the
ground, they do not suffer the reduction in efficacy against
Melee attacks (usually Dodge is cut in half against Melee
Attacks).
- Just Kidding [Free Action]:
Whenever the Scoundrel would suffer because of a Language or
Etiquette faux pas, or from a failed Deception or Charm,
they can spend 2 Motivation and roll their Charisma. If they
get any Hits, the target can't help but laugh and the penalty
is reduced (less negative Disposition, less Narrative
reaction).
- Shoot First: Whenever the
Scoundrel takes the first Action in Combat, and that Action
is to Attack, they gain 1 Motivation.
- Dynamic Disarm
[Finesse / Defense]: As a Reaction, the Scoundrel
spends 2 Motivation and aims at the attacking character's
Weapon. The Scoundrel rolls a normal Attack against their
Attacker. The Attacker can use their normal Defense plus 2
dice. If the Scoundrel gets at least 1 uncancelled Hit, they
disarm their attacker before they attack, causing their
attacker to lose all associated Weapon Damage (they may still
get their Proficiency Bonus if they can Fight Unarmed).
- Roll with the Punch
[Quick / Defense]: As a Reaction, the Scoundrel spends
1 Motivation for this defensive maneuver. This Special Move
starts with the Scoundrel's Dodge dice pool and adds +2
defense dice. The Scoundrel can reroll up to 2 dice on this
roll. In addition, the Scoundrel can move their full Movement
distance after the attack is resolved (if they
survived).
- Cargo Drop [Power / Defense]:
If the Scoundrel is piloting a starship and their ship is
facing away from an attacker that has them in their Forward
Firing Arc, they can spend 1 Motivation and use a Shipboard
Action. They open their ship's cargo doors and drop worthless
cargo behind them, granting their ship
+5 Defense Dice for the rest of
the Round. This Special Move can only be used once per
combat.
- Lucky Hit
[Finesse / Attack]: If the Scoundrel is piloting a
starship and a target is within their Bullseye Arc, they can
spend 3 Motivation and perform a Weapon Attack with the
ship's weapon. If the attack would hit (gets at least 1
Uncanceled Hit), it does 3x damage to the target.
- Ambuscade [Finesse / Attack]:
As an Action, the Scoundrel can pay 1 Motivation and attack
from Concealment. If the attack succeeds, the attack gains
Vicious (N), where N is the number of Stealth Tokens that the
Scoundrel had unused. This move can be combined
with Sneak Attack
or Ambush, as
it does not consume the Stealth Tokens.
Scoundrel Features
Dirty Tricks
The Scoundrel can learn various devious means to winning a
fight unfairly. Each of these Dirty Tricks requires a successful
Deception or Charm check to get it to work. Each of these
will also only work once per combat/stealth/social encounter per
week.
- Personnel Shield: If another
character is between the Scoundrel and a Ranged Attacker, the
Scoundrel maneuvers the other character in between them to
take the hit instead of the Scoundrel.
- Major Sucker Punch: If engaged
in Melee combat with another character, the Scoundrel points
and shouts in astonishment past them. The Scoundrel gains +3
attack dice for their next Melee
attack against that character.
- Fist Full of Sand: If in Close
Range combat with another character, The Scoundrel can cause
them to temporarily (for 1 Round) lose -2 dice from
their attack
or defense dice pool, by
flinging "detritus" into their face.
- Naughty Little Helper: If the
Scoundrel has a Droid or Pet of size Small or Tiny, they can
use this "Helper" to gain a +2 advantage on both a Grapple
and a Grapple-Attack against a target that is in range of
both the Scoundrel and their Helper.
- Guard, Sick Man: If the
Scoundrel is incarcerated, they can cause a Guard to enter
their cell alone. An Extra gets no defensive roll, but an
Elite rolls their Perception +
Insight against the
Scoundrel's Intelligence +
Deception.
- Talk Fast: If the Scoundrel
has engaged a target in a conversation, they can get a
Surprise Attack on them even if that target is looking right
at them.
- Just a Little Old Lady: If the
Scoundrel is in disguise and a Hostile and/or Cautious Guard
detects them, that Guard will approach with their weapon
lowered and their "guard" down.
- The Nards: If the Scoundrel is
facing an living opponent that is at least 1 size larger than
they are, they can perform an Unarmed Fighting Attack. If
this attack succeeds (gets at least 1 Uncanceled Hit), the
target automatically suffers 1 Injury, and is in exquisite
pain. If the attack fails, the opponent still takes 1
damage. This trick can only be used once on each enemy.
Underworld Connections
A set of Underworld Connections which the Scoundrel can call
on for various purposes. Each Connection provides benefits once
per seven days, but they all have a price that must eventually
be paid.
- Black Marketeer: The Black
Marketeer provides access to restricted or illegal
goods at a discount.
- Crooked Enforcer: The Crooked
Enforcer helps the Scoundrel bypass Galactic Law
Enforcement.
- Face: The Face can be brought
on as a Social Manipulator to help the Scoundrel past high
(or low) society.
- Gun Runner: The Gun Runner can
smuggle guns and other lethal equipment to the
Scoundrel.
- Infochant: The Infochant
provides the Scoundrel with a critical piece of intel.
- Merc: The Merc can be brought
on as extra muscle for a job (7 days max).
- Mob Boss: The Mob Boss
provides highly paying jobs.
- Slicer: The Slicer can breach
a computer system to change something in an official
database.
- Smuggler: The Smuggler can
deliver a Rare or lower quality item (non-weapon) to the
Scoundrel.
- Thief: The Thief can be
brought on as a Scout or Technician to help the Scoundrel
penetrate a security system.
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