Quick-witted rogues thriving on cunning, charm, and the element of surprise.
It takes a bit of wit, a little guile, and a dash of daring to get by in this line of work. After all, sometimes it takes a true Scoundrel to make the best hero when life is on the line…
- Elara Blackwater, Captain of the Silk Duchess
The charmers, schemers, the cunning and the quick. People who ply their trade in shady market alleys from Port Royal to Piraeus or hidden coves in the Caribbean. There they rely not on might, but on wit. To some, they’re considered troublemakers, but for others, these are people who are the very definition of resourceful adventurers. It could be a coin purse, a secret, or even a mark’s trust. They know how to take it and make a swift escape.
You are a Scoundrel. A dashing rogue who, despite how dire the trouble, always has a trick up their sleeve. One more cunning plan to get themselves and their allies free of it. Stories of your bold exploits, and even more daring heists, are told in taverns across a dozen ports.
As a Scoundrel, you gain XP when you handle a challenge with charm, cunning, or quick reflexes instead of, or to avoid, a direct confrontation.
You’re at your best when life gets ugly and you find trouble of the worst kind. Using a wink and a grin, or even a well-placed word and deft fingers, you’re able to turn the tide in your favor. But, when charm fails and danger’s closing in, you’re just as comfortable using your skills in cat-like stealth and evasion. Combat isn’t out of the question, though it’s your last resort. You’ve been around enough scrapes to know every situation has an escape, every guard a blind spot, and every governor’s son or daughter has a soft heart.
Scoundrel Starting Actions
Maneuver 1
Stealth 2
Scoundrel Starting Ability
Tangled Webs
Starting Builds
Instead of the typical Scoundrel, feel free to use one of the following templates.
Thief
Shadows and silence are your allies. A phantom, or whisper in the dark. Locks are simply there to be opened. A delicate art that requires a light touch. You’re a master at slipping into places without being seen through cracks in society, relieving folks of their valuables, secrets, and more.
Smuggler
The world turns on trade and deals. Everyone wants something that someone else has, and you have a keen eye for what that might be. No matter where, you are adept at sneaking anything from passengers to cargo past blockades. You know how to avoid prying eyes and get your legal, or slightly legal, cargo to where it needs to go.
Sea Raider
You’re a skilled, if not nefarious, survivor, and a master at scavenging. To your allies, you’re a loyal rascal, but to anyone else you’re an unpredictable threat. Underhanded plans are your stock and trade, no matter if dealing in stealthy boarding actions, hunting forgotten relics, or outsmarting pirates or privateers. You always have a plan, or trick, up your sleeve.
Suggested Actions
Maneuver 1
Stealth 1
Track 1
Starting Ability
Cat's Grace
Starting Gear
Slim dagger
Fine lockpicks
Light, portable climbing gear
Suggested Actions
Trade 1
Stealth 1
Maneuver 1
Starting Ability
Smuggler's Routes
Starting Gear
Smuggler’s Pouch. What do you typically carry in it?
False identification papers. What false identity it is? Why did you have it made?
Smuggled goods. What are they? Is someone looking for them? Why haven’t you delivered them yet?
Suggested Actions
Stealth 1
Wreck 1
Craft 1
Starting Ability
Shadow of the Seas
Starting Gear
Forged documents. What are they? Why did you have them forged?
Ring of skeleton keys. Where did you get them? How many do you have?
Set of loaded dice or trick cards
Scoundrel Special Abilities
Cat's Grace
You’re nimble and remarkably light on your feet. It’s rare that you’re ever caught off balance, either physically or in social situations. You gain +1d to Maneuver in situations that require stealth, agility, or a delicate touch.
Coin Whisperer
You always keep an ear out in taverns and elsewhere for the clink of coin, valuables, and who might traffic in them. As a result, you gain a +1d to Track targets, such as merchants or merchant vessels, known to carry wealthy goods.
Also, when you spend 1 stress, you are able to instinctively identify the most valuable that you can see nearby, but you are so focused, you take -1d to resist any nearby danger to you.
Escape Artist
There isn’t a trap made that can hold you for long. When you are tied or bound in some way, you gain a +1 effect when using Maneuver to escape from those restraints.
Once per session, you may also spend 2 stress to declare a sudden, miraculous escape from captivity. But you gain a significant personal complication, or consequence as determined by the GM based on the situation.
Knifemonger
While you’ve honed your skills at stealth, you’re no stranger to a good knife. In close quarters, you are a blur of steel and cunning with the slim dagger. When you Skirmish within a confined space, or a one-on-one duel, you gain +1 effect. Each time you use this ability in a scene, you gain an additional 1 stress as the effort takes its toll.
Locksmith
You’re a student of locks for all manner of chests, manacles, and doors. In situations where you need to unlock a door or chest to solve a problem, you gain +1 effect in the attempt.
Shadow of the Seas
You’re a seasoned sailor of treacherous and mystical waters. With a subtle finesse, you become a phantom of the waves. With a little effort, you can slip past or ambush enemies with uncanny precision.
When you employ cunning to avoid detection, you can spend stress to gain one of the following advantages for one scene.
1 stress
Stealthy Navigation. No matter the weather, you’re able to pilot your ship or other vessel to avoid patrols or any other unwanted attention. You gain a +1d to your Stealth.
2 stress
Ghostly Passage. Once per session, you can declare you’ve found a hidden or unorthodox route that others believe impassable. This allows you to bypass obstacles most think can’t be avoided. But, once you avoid it, you gain a personal complication as defined by the GM.
3 stress
Ambush Predator. If you engage in combat on the high seas, and strike from a concealed position, you gain potency to the attempt as you catch your enemies off guard.
Shadow’s Embrace
You’re at home in the darkness. Shadows and night are like a comforting cloak. You gain +1d to Stealth when in shadows or low light while trying to avoid an obstacle.
Silent Strike
You try to avoid open confrontation whenever you can and prefer to strike from surprise. When you attack from hiding or concealment, you gain a +1 effect to Wreck your target.
Smuggler's Routes
No matter how tough the situation gets, you always know a way out. You gain a free push for 0 stress when trying to escape or navigate unknown terrain, but also gain a personal complication as determined by the GM.
Love the special abilities names and descriptions, and the scoundrel is just so much fun and flavor. A rogue after my own heart.
Thanks! This one was a lot of fun to build. Real tempting to overload it with abilities! :D