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
Ultimate Ability
Knowledge
Motivators

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

  • Bushwhack

Talent Tree(s)

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.

  1. 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.
  2. 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.
  3. 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.
  4. 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.
  5. 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.
  6. 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.
  7. 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.
  8. 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.

  1. Black Marketeer: The Black Marketeer provides access to restricted or illegal goods at a discount.
  2. Crooked Enforcer: The Crooked Enforcer helps the Scoundrel bypass Galactic Law Enforcement.
  3. Face: The Face can be brought on as a Social Manipulator to help the Scoundrel past high (or low) society.
  4. Gun Runner: The Gun Runner can smuggle guns and other lethal equipment to the Scoundrel.
  5. Infochant: The Infochant provides the Scoundrel with a critical piece of intel.
  6. Merc: The Merc can be brought on as extra muscle for a job (7 days max).
  7. Mob Boss: The Mob Boss provides highly paying jobs.
  8. Slicer: The Slicer can breach a computer system to change something in an official database.
  9. Smuggler: The Smuggler can deliver a Rare or lower quality item (non-weapon) to the Scoundrel.
  10. Thief: The Thief can be brought on as a Scout or Technician to help the Scoundrel penetrate a security system.

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