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Scoundrel

valzi edited this page Dec 4, 2019 · 2 revisions

Scoundrel

Grit Additional items
1 leather armor, specialist kit, dagger, garrote
2 leather armor, specialist kit, dagger
3-4 specialist kit, dagger
5 specialist kit
6 1 extra trinket

HD: 1d6.

Saving throws against devices succeed on a 1-2 on 1D6.

Trained in light armor.

Trained in (able to use the tags of) 1 weapon type.

Tag: Locksmith.

  • +1 Stealth.
  • Propose a bonded item type to your GM or roll a D8 on the table below. Gain one. It's an extension of yourself. (It may be replaced by another object of the same kind if you lose or destroy it.)
  • You have one contact from 1 criminal organization per Level. Negotiate where they live with the Referee. Write all of this on your sheet.
  • You will notice anyone sneaking or hiding if at all possible. Enemies usually may not surprise the party.

Level 6

  • +1 Stealth.
  • +1 Attack.
  • Once per day, re-roll a failed roll.

Bonded Items

Gain a skill named after the item. (If your item is a whip, gain the Whip skill.)

Once per day, automatically succeed at something beyond what a normal adventurer could do with the Signature Item. It must be doable by the foremost expert on the use of that object. (Not magical. Does not cause extra damage in combat.)

Sample Bonded items

  1. Whip. Swing from a chandelier. Yoink a little golden statue.
  2. Hammer and Chisel. Create beautiful art. Provide components for contraptions. Alter architecture. Shape bone to make prosthetics, false teeth (with a capsule inside.) Perfectly imitate the ancient reliefs and other wall-markings in the dungeon.
  3. Cane. Strike to startle, stun, knockout, parry; throw to lodge in a gap to hold things apart.
  4. Glue. Piece together a smashed pot. Scale an unscalable wall.
  5. Playing Cards. Cheat. Throw a card to place it. Shurikens count as cards. Damage or sever twine. Place false evidence or a message.
  6. Lute. Pacify a beast. Enthrall youth.
  7. Needle & Thread. Attach a mirror to your sleeve. Attach a hooked vial of poison to your wrist bone. Create disguises.
  8. Paintbrush. Invent fingerprinting. Tickle a giants feet so gently that it simply shifts its feet in reaction instead of waking up.

Criminal Contacts

These low-class, unleveled thugs, mountebanks and pickpockets are not adventurers or servants. So long as they remain unoffended, they will provide free information.

You will owe each contact a favor if their reaction roll is less than Neutral. If the reaction roll is awful, you'll need to take care of the favor before they're ready to be helpful.

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