Criminal
“My mark scars the face of our future empress. That is my proudest achievement.”–Stefan Skellen
Criminal’s a broad term. Everything from professional safecrackers to part-time assassins. But they’re all unified by one thing. Heh, they get caught and it’s over for them. No point in lyin’, I’ve dealt with criminals from Kovir to Gemmeria and back. Smugglers, killers, thieves. All shapes and sizes. They can be good people from time to time. Some of ‘em just want to survive. The thieves are easy enough to deal with and they come in handy. Cracksman, pickpockets, and cat-burglars, they’re the best you can find at breakin’ and enterin’. Need to get through a locked gate, need to retrieve a certain item with minimal hassle, a thief ’s your best option.
Assassins are fine as long as you’re not their target. I’ve known a few in my time. They go by all kinds of personal codes. More than most thieves, I think. All kinds of specifics on who they will and won’t kill, what’s too risky, what’s a cheap job and what’s gonna cost ya an arm and a leg. But in the end killin’s their business and they’re good at it. Used to know an elven girl who carried 16 knives. Can’t tell ya where they all were though, heh.
Last as far as I’m concerned are the professional criminals. Gang bosses whose entire business is crime in general. They’re the ones to watch out for. The position attracts philanthropic fools robbing the rich to support their communities and lotsa cold-hearted sadistic killers. Always workin’ an angle and always looking for the situation that’ll come out best for them in the end. Hard not to feel like a piece in a larger game with ‘em.–Rodolf Kazmer
Defining Skill | Skills | Gear (Pick 5) |
Practiced Paranoia | Athletics | Brass knuckles |
Vigor | Awareness | Bullseye lantern |
0 | Deceit | Chloroform |
Magical Perks | Forgery | Loaded dice |
None | Intimidate | Satchel |
Pick Locks | Secret pocket | |
Sleight of Hand | Sleeve sheath | |
Starting Coin | Small Blades | Stiletto |
100 crowns x 2d6 | Stealth | Thieves’ tools |
Average: 700 | Streetwise | Throwing knives x5 |
Practiced Paranoia (INT)
Whether they’re an assassin, a thief, a counterfeitter, or a smuggler, criminals all share a practiced paranoia that keeps them out of trouble. Whenever a Criminal comes within 10m of a trap (this includes experimental traps, Man at Arms booby traps, and ambushes) they immediately can make a Practiced Paranoia roll at either the DC to spot the trap, the ambushing party’s Stealth roll, or a DC set by the GM. Even if they don’t succeed in spotting the trap, they are still aware that something is wrong.
Whether they’re an assassin, a thief, a counterfeitter, or a smuggler, criminals all share a practiced paranoia that keeps them out of trouble. Whenever a Criminal comes within 10m of a trap (this includes experimental traps, Man at Arms booby traps, and ambushes) they immediately can make a Practiced Paranoia roll at either the DC to spot the trap, the ambushing party’s Stealth roll, or a DC set by the GM. Even if they don’t succeed in spotting the trap, they are still aware that something is wrong.
The Thief | The Gang Boss | The Assassin |
Case The Area (INT) | Weak Spot (EMP) | Careful Aim (DEX) |
A Criminal can take an hour to wander the streets of a Settlement and roll Case the Area against a DC in the Case The Area chart. If successful, the Criminal memorizes guard patterns, street layouts, and hiding spots for a +2 to Stealth in that area for a number of days equal to their Case the Area value. | A Criminal can roll Weak Spot against a sentient target’s Deceit roll to identify the target’s most valued possession or person. This also grants the Criminal a +1 to Intimidate for every 2 points they rolled above the target’s Deceit. This Intimidation bonus lasts until something happens to change the target’s weak spot. | A Criminal who’s not in active combat and takes a round to aim can roll Careful Aim at a DC equal to their target’s REFx3 to gain a bonus on their next attack equal to half their Careful Aim value. Being spotted after making this roll but before attacking halves the bonus. |
Mental Key (INT) | Marked Man (WILL) | Eye Gouge (DEX) |
Whenever a Criminal successfully picks a lock they can roll Mental Key at a DC equal to the Lock Picking DC to memorize its tumbler positions. This allows the Criminal to open the lock without a Lock Picking roll. You can memorize as many locks as you have points in INT and can always replace one. | A Criminal can roll Marked Man at a DC equal the target’s EMPx3 to mark a target by carving a mark on their door, or the like. If successful the target must make a Charisma, Persuasion, or Intimidation check that beats your Marked Man roll to get any help or service from anyone in their settlement. | A Criminal can roll Eye Gouge in place of an attack to temporarily blind a target. Eye Gouge requires the Criminal to be in melee range and imposes a -3 to hit. However if it hits, the target takes an unmodified 2d6 damage and is blinded for a number of rounds equal to the Eye Gouge value. |
Go To Ground (INT) | Rally (WILL) | Assassin’s Strike (DEX) |
Once per session a Criminal can roll Go To Ground to find a hideout where they can lie low for a while. Take the total value of your Go to Ground roll and split the points between the 3 categories in the Go To Ground table in the sidebar. This hideout remains until destroyed, and you can always return to it. | Once per day, by taking an hour, a Criminal can roll a Rally check against a DC set by the GM. For every 2 you roll above the DC they recruit 1 Bandit for a number of days equal to your Rally value. If a Bandit is knocked below half health they must roll under the Criminal’s WILL on a 10 sided die or flee. | When ambushing a target, a Criminal can make an Assassin’s Strike roll against the target’s Awareness roll to conceal themselves after an attack. This ability can be used in any situation but imposes penalties based on light and cover conditions. Multiple opponents can each roll to spot the Criminal. |
Case The Area
Settlement | DC |
---|---|
Hamlet | 16 |
Town | 18 |
City | 20 |
Capital | 22 |
Go To Ground
Area | Cost |
A week’s ride | 3 |
A day’s ride | 5 |
A day’s walk | 8 |
In the area | 10 |
Security (Multiple) | Cost |
Locks | 1 |
Hidden | 2 |
2 bandit guards | 5 |
5 traps (GMs choice) | 3 |
Perks (Multiple) | Cost |
Food & water | 1 |
Surgeon’s kit | 2 |
A forge | 3 |
Alchemy set | 3 |
Assassin’s Strike
Condition | Mod. |
---|---|
In melee range | -3 |
In light | -5 |
In darkness | +5 |
In dim light | +2 |
In a heavily crowded area | +3 |
In a silent area | -1 |
Beyond 20m of the target | +3 |
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