Scoundrel

Scoundrels are a catch-all for the assassins, thieves, and con men that call the sector home. Such characters may have looser morals, but are often good hearted, and just as necessary as their more law abiding brethren. Or so they'll tell you anyway.     Hit Points: 12   Initiative: 3   Catalyzations: 1   Spell Pool: 3    

Skills

  Stealth 3   Perception 2   Ranged 2    

Larcenist

  Larcenists are the grease in the wheels that keeps the sector turning. If the party needs to meet with a buyer, the Larcenist is the gal that does the talking. If they’re buying equipment, he’s the one cutting the deal. Larcenists are master negotiators, with a variety of useful skills. They are often the leader of their respective groups, though more than one prefers avoiding such responsibility.   Larcenists begin play with a suit of environmental armor, and a Mark V spellpistol. They gain an additional 1,200 credits, which they can choose to spend on armor and weapons, or keep liquid.    

Mastery

  The Larcenist gains Stealth, Negotiation and Larceny as masteries.    

Extra Skills

  Larcenists gain Negotiation at 3 and Larceny at 3.    

Disarm Device

  A larcenist channels their latent magical energies to open locks, and to disarm traps or other devices. The larcenist gains an edge (2 successes) whenever they attempt one of these activities, and they can magically improvise tools to do it.    

Aura of Disruption

  Larcenists have a latent aura that makes it difficult to record their likenesses. Cameras mysteriously short out. Scry spells target the wrong area, a few meters behind the character. Something will always happen to ensure their image is not recorded.    

Silver Tongue

  Larcenists see bullshitting as a survival skill. They always have edge when making Negotiation checks, and gain an extra die when using Negotiation to try to con or bluff.      

Spellsniper

  Spellsnipers are both rare and unique. They lack the raw combat prowess of a war mage, and aren’t nearly as well armed as tech mages. They make up for it in their niche. Spellsnipers can deliver spells at range to kill, charm, or incapacitate. Snipers with life magic make excellent long-range healers.     Spellsnipers start the game with a suit of environmental body armor and either a Mark VII Spellrifle.  

Mastery

  The spellsniper gains Stealth and Ranged as masteries.    

Extra Skills

  Spellsnipers gain Ranged at 3 and Athletics at 3.    

Snipe

  If the target is unaware of the spellsniper's location, then the sniper gains an edge (2 extra successes to each attack). This attack is made with +2 accuracy. The attack, whether physical or magical, hits something vital and does 2 additional damage. If it does multiple types, then all are increased.   Note that this applies to melee attacks, so long as the target is unaware.    

One With Shadow

  Thanks to their extensive training Spellsnipers are both silent and nearly invisible. They gain edge whenever making a stealth check, and may make a stealth check during combat if they break line of sight with their attackers.

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