Scoundrel Profession in Hoist the Colors | World Anvil

Scoundrel

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.
    Alternative Names
    • Shadow Walker
    • Pied Piper
    • Sea Charmer
    • Trickster (derogatory)
    • Sewer Rat (derogatory)
    • Gutter Devil (derogatory)

     

    Profession Questions

  • Is there a personal ‘code’ you follow as a Scoundrel? What shaped this code? Did you learn it from someone else?
  • Do you have a particular mark or signature you leave behind?
  • What drove you to this life? Greed? Necessity? The thrill of adventure?
  • Is there a particular job you’ve done, or heist you’ve pulled off, that you’re proud of? Or if it went wrong, ashamed of? Did it have any unintended consequences that haunt you today?


  •  

    Friends and Rivals

    Here are some suggestions for trusted friends and bitter rivals.  

    Friends

    Liana Turnwater
    She’s a fence and old friend who always gives you the best rates for stolen goods.
     
    Jareth McIntosh
    A city guard who turns a blind eye to your skulduggery in exchange for information.
     
    "Silk" Mariana
    An information broker, who always seems to have the juiciest gossip or the most timely warnings.
     
    Fen Valeen
    A fellow Scoundrel, often your partner in crime. If you’re not bailing him out of trouble, he’s doing the same for you.
     

    Rivals

    Commander Thaddeus Holt
    Captain of the Port Royal city watch who has made it his personal mission to catch you.
     
    Corin “Black-Eye” Rossi
    This thug was once caught up in one of your schemes. He’s never forgotten that, or forgiven you for a botched job.
     
    Isolde Bivens
    A noble you once embarrassed. She hasn’t forgotten or forgiven.
     
    Lorcan "Viper" Gilroy
    This is a thief who considers you competition, and he doesn't like competition.



    Tangled Webs
    Misdirection is your best weapon. Your stories and tall tales are layered and complex, but ring with the golden chime of truth. Anyone trying to see through your deceptions must take -1d.
     
    Way of the Whispering Wind
    You’ve spent countless hours in honing your skills in stealth and precision, the cornerstone of this elusive martial art. Through blocks, holds, and throws, you have mastered the ability to use your opponent’s own strength against them.
     
    This lets you use Maneuver with a +1d to defend or deal with an opponent when defending yourself or fighting in dimly-lit environments. Also, if you spend 2 stress, you can bypass an opponent’s defenses for one scene to disable them.

    Typical Scoundrel Items

    A typical list of suggested items to choose from that a Scoundrel might have on them.  

    Weapons

    Concealed Blade
    This small, palm-sized, compact blade can fold into its handle for concealment. It’s a common companion for many Scoundrels. The blade, when extended, is slightly longer than a finger. Thin and razor-sharp with only a single edge. Easily hidden in a vest, coat, or boot and is very difficult to detect, even if you’re searched. (0 load)
    Concealed Pistol
    A small, pocket-sized flintlock pistol. Its intended for close range and concealment. This elegant weapon is for tight spaces, surprise attacks, and similar situations. It can only be fired once before reloading, but is easily concealed in a vest, coat or boot and is very difficult to detect, even if you’re searched. (1 load)
    Dagger
    A short blade, ideal for close combat or as a tool. (0 load)
    Fine Balanced Throwing Knives
    This set of five balanced throwing knives are a blacksmith’s work of art. Silent and deadly at a distance, they are of exceptional quality and lightweight providing a +1 effect to being used when thrown. But, while they are shaped like a slim dagger, they can’t replace one. Who made them for you? Did the weaponsmith customize them for you? If so, was it in their appearance, or something else? (1 load)
    Slim Dagger
    A favorite of Scoundrels everywhere. Lighter and thinner than your average dagger, the blade is sharp and easy to hide, often in a scabbard concealed under a vest, coat or similar location. When cutting, this dagger is only slightly better than your average blade, but stabbing gives a +1 effect to the attempt. (0 load)
    Machete
    A single-edged short sword, useful for cutting down overgrown trails or for when things get up close and too personal. Excellent to cut something but rather poor for stabbing. Often more durable than a short sword but also can’t be concealed. (1 load)
     

    Gear

    Crowbar
    This useful tool, also called a prybar or a wrecking bar, is a heavy, solid wrought iron bar with one end that is slightly curved and forked. Useful to help you pry open containers, or dislodge stubborn opponents from your path.
    (1 load)
    Fine lockpicks
    A well made, finely crafted set of lockpicks. These are Scoundrel’s best friend when they need to disable a lock in their way. How are they special? Who made then for you? Were they a gift, or did you get them someplace special? (0 load)
    Light, portable climbing gear
    Rooftops are a Scoundrel's playground. This is a well-made set of climbing gear preferred by Scoundrels that is less bulky and heavy than the standard set. (1 load)

    Gear (Cont)

    Night Goggles
    A variation of the Engineer’s Magi-tech goggles, these allow a wearer to see in near or pitch darkness as if the area was well lit. (1 load)
    Smoke Bombs
    This is a pack of 5 glass balls. Each smooth glass ball of powdered smoke can fit easily in the palm of your hand. These glass spheres are useful for quick escapes or creating distractions. A single smoke bomb is filled with an alchemical blue-gray powder that, once the ball shatters, billows up into person-sized cloud of smoke. This smoke lasts for one scene and provides +1 effect to Stealth actions if performed in the cloud, or Maneuver actions if used as a distraction. (1 load)
    Silent Whistle
    Calls a trained animal or signals an ally with exceptional or heightened hearing without making a sound. (0 load)
    Standard Climbing Gear
    Less portable than the light variety but no less reliable in getting a Scoundrel to a rooftop, second floor, or other tall places. (2 load)
     

    Attire

    Fogweave coat
    This hooded long coat is made using a technique invented by the morasu Tomia Kurenji but now crafted by weavers from Kyoto, to Zafra and London. Woven with a combination of canvas and even the unusual Fogwalker Wool material, the combination of neutral color and fabric lets you blend into shadows and evade detection. This coat provides you a +1 effect when attempting to Stealth.(1 load)
    Scoundrel’s Vest
    A soft canvas vest with four sturdy pockets on the front and two hidden ones on the inside. Common attire among smugglers, the hidden pockets are an excellent place to stash any number of small, palm-sized items. In fact, anyone searching you is at a -1d to the attempt to uncover anything you’ve stashed in there. What color is it? Where did you come by it? (1 load)
    Smuggler’s Pouch
    A plan and ordinary tan canvas pouch with brown leather trim that’s worn on your. On the outside looking on, the pouch looks large enough to hold coins, wooden pegs or other hand-sized items. But inside is another matter.
     
    Normally when you wear it, this is your coin pouch or place where you put small objects. But in an emergency, you can unfasten two knots and this pouch expands to four times its size to a small bag. Once expanded, it can lighten your load but you’ll suffer -1 effect when you need to move with Stealth. (0 load on its own. -1 load when used as a ‘belt bag’)
     
    Soft-soled Boots
    A pair of durable, soft-soled boots. Good for climbing and quiet movement, especially in stone hallways. But, on rough ground, you’ll move more slowly since you’ll feel every rock under your feet. (1 load)
     

    Attire (Cont)

    Wide Scarf
    This is a wide scarf, often wool, that you can wrap over your mouth to hide part of your face or protect you against cold weather. (0 load)
    Tricorn or cocked wool hat
    A triangular shaped hat with a broad brim that is pinned, or tied, to either side of the head and at the back. You wear it like most do, with the point forward. It’s perfect for keeping rain out of your eyes or shading your face when worn with a scarf, if you need to conceal who you are like some Scoundrels. Is your tricorn hat leather? Wool? Do you decorate it with feathers? Lace trim? Or do you prefer it plain? (0 load)
     

    Personal Items

    Antique Coins
    This is a small stash of coins you’ve hidden away for emergencies. Made of rare metals like tin, gold, silver, and so on, they are quite the find. But you’ve only a few and are careful to not flash them around. Unless you need to that is. They’re antique but from what culture? A thayan culture? Morasu? Human? Grimling? Is there anything special about how they look? Are they enchanted by the Etherwave Arcana? Are they cursed? (0 load)
    Personal Memento
    This is a small trinket, like a coin, amulet, ring and so on, from your past that keeps you grounded in the present. Perhaps it even reminds you of your goals. What is this memento and is it valuable? Enchanted? Is it an amulet with a portrait in it? Who gave you the memento? Is someone out looking for it and you? (0 load)
    Secret Diary
    A battered, leather-bound journal you’ve had for some time. It’s filled with notes, plans, and sometimes hand drawn maps or diagrams. Pocket-sized so it easily fits in a coat or vest pocket. Does this belong to you or someone else? Did you steal it or find it? Is someone looking for it? (0 load)
    Trained Animal
    Not just for show; these creatures can be both clever and resourceful. Many are trained to perform tricks and other commands. What kind of animal is it? Where did you find it? How did it come to be your companion? (0 load)



    Cover image: Midnight Oil by CB Ash using Krita and MidJourney

    Comments

    Please Login in order to comment!
    Jan 20, 2024 08:52

    Love the special abilities names and descriptions, and the scoundrel is just so much fun and flavor. A rogue after my own heart.


    Graylion - Nexus   Roleplaying
    not Ruleplaying
    not Rollplaying
    Jan 20, 2024 17:26 by C. B. Ash

    Thanks! This one was a lot of fun to build. Real tempting to overload it with abilities! :D