SOTE.FRIED.SH — SINS OF THE EMPIRE

NI 24 / ABY 34 — New Galactic Empire = good guys, New Republic = bad guys — gritty lethal standalone

Scoundrel

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Scoundrel - Class Progression

"I was just leaving. With the money."

Han, Hondo, Kira. You're not the strongest. You're the one who talks their way out after stealing the thing they were hired to protect. **You are the only Class that starts with a ship.** Everyone else buys passage – you *are* passage.

**Sources:** Atomic TC Smuggler, Bounty Hunter (scoundrel bits), Thug, Mundane NPC Crime Lord, Buying and Selling (loans/debt), Starships (Used XS Freighter)

**Primary:** PRE, DEX, AGI

**Secondary:** AWE, INT

**Saves:** Fort Medium, Will High (you resist Intimidation/Mind Trick), Toughness Low-Med

**Skills:** 6 + INT per level (but get tons of skill bonuses via talents)

**Attack:** Full (1/lvl) – you had to get good with a pistol to live this long

Level Progression

LvlFeaturesTalentFeat
1Scoundrel's Luck (Spend Luck reroll +2), Hidden Pocket (Legerdemain +5 conceal), Tramp Freighter (Used XS Freighter) + Debt 25k, Benefit 2-Feat
2Fast Talk (Deception as Feint as Move, no penalty), Quick DrawTalent 1-
3+1 Ability, Uncanny Dodge, Second Chance (Deception)-Feat
4Evasion 1, Dirty Fighting (+2 Damage passive vs Vulnerable/Flanked/Prone), Weapon Specialization Pistols (+2 Damage circumstance)Talent 2-
5Taunt + Startle (Combined), Panache (Hero Point on crit Deception)--
6Runner (Speed 1 + Evasive Maneuvers +2), Second Chance (Legerdemain/Persuasion)Talent 3Feat
7Improved Trick (Feint as Swift), Lucky Break (Force Reroll enemy once/scene)--
8Lean Mean Con (Mind Trick resistant + Will), Slippery (Grab escape +5)Talent 4-
9Cheat Death (Once/day when would be Dying -> Incapacitated + 1 Injury, Hero Point), Negotiator-Feat
10Legendary Scoundrel (Take 20 (spend Hero Point to treat as 20, takes 1 minute, or as noted) on Deception/Persuasion/Legerdemain for 1 Hero Point)Talent 5-

Feature Details

**Tramp Freighter – Only Scoundrel Starts With A Ship (L1):** Per `Smuggler.md` + `Starships.md` + `Buying and Selling.md`.

You begin with a **Used XS Freighter (Light Model, Tier 5, 25,000cr, Holds 4 crew + 40t cargo)** – the only starting ship allowed for new characters — the only starting ship allowed This is *your* ship.

  • **Stats:** Size Gargantuan, STR 12, Flight 10 (2,000 MPH), Defense 5, Toughness 11, Features: Cargo Hold, Communications, Computer, Hidden Compartments, Living Space, Navicomputer, Powers: Hyperdrive (Movement 2 Space Travel 2, Check Required 2 Expertise: Astrogation), Radar (Senses 4 Extended/Radial/Ranged Detect Spacecraft), Weapons: Laser Cannons Ranged Damage 8 (Accurate, 2 Gunners)
  • **Cost:** 53cr / 100,000cr new, **25,000cr used** – you took a loan.
  • **Debt:** You owe **25,000cr** on the ship = **-250cr/month** + base 10k personal debt = **-100cr/month** = **-350cr/month total**. If you don't pay, repo men start as Thugs Tier 3 -> then Bounty Hunters Tier 6. Grants Hero Point when Debt bites you. Per Buying/Selling, this is mandatory.
  • **Complication – Faulty Hyperdrive:** Two degrees of success on Expertise: Astrogation needed to activate – you don't know why until it fails once. GM picks one hidden Used complication.
  • **Benefit 2 (Free at L1):** Contacts (black market) + Wealth +2 to offset ship costs – you know fences who buy dubious cargo, no questions asked. This is why Scoundrel can afford fuel while others can't.
  • **If you don't want a ship:** At L1 you may trade the freighter for Benefit 5 (5,000cr/monthnth + global Contacts) + 5,000cr cash – you sold your share and charter now.
  • This replaces Equipment 13 from point-buy. No other Class gets a starting ship – they must buy passage, steal one, or earn one through play. Technicians and Soldiers can *fly* better in combat (Ace Pilot), but you *own* the ride.

    **Debt Complication (L1 Mandatory):** Per Buying/Selling, you start with a loan. Ship 25k + 10k operating cash = 35k total, -350cr/month. If you don't pay, loan sharks send Thugs then Elite Troopers. Grants Hero Point when it screws you. This is *why* you adventure – to kecr the ship flying.

    **Scoundrel's Luck (L1):** You have Luck advantage free. When you spend Hero Point to reroll, add +2. Stacks with Luck Control if Councilor has it.

    **Hidden Pocket (L1):** Padded Clothing Feature (Hidden Compartments) is free. +5 Legerdemain to conceal small (<= pistol) item on you. Per Ranged Weapons: Hold-Out Blaster with Easily Concealable = +4 total to conceal = +9 with this.

    **Fast Talk (L2):** Deception can be used to:

  • Feint in combat (opposed Deception vs Insight) -> target Vulnerable to your next attack (you get +5 effective). **As Move, no -5 penalty** – you talk and shoot.
  • Demoralize: Use Deception not Intimidation, target gets +5 if they've seen you before.
  • **Quick Draw (L2):** Free. Draw pistol as Free.

    **Uncanny Dodge (L3):** Not flat-footed vs surprise.

    **Evasion 1 (L4):** +2 Dodge vs Area, half damage on fail.

    **Dirty Fighting (L4 – PASSIVE):** When target is **Vulnerable, Flanked, Prone, Defenseless, or Stunned** from *any* source (your Feint, ally's Trip, Suppression, etc), your pistol/melee damage gets **+2 circumstance Damage DC**. Not Tier-limited (adds on top). This triggers on Soldier's Suppression, Guardian's Feint, your own Fast Talk – you shoot them when they're off-balance.

    **Weapon Specialization – Pistols (L4):** Pick Blaster Pistols. +2 Damage DC circumstance, stacks over Tier cap. Same as Soldier's spec but limited to pistols. This is your scaling – at Tier 6 you are +5 Attack / Damage 4 +2 spec +2 Dirty = DC 21 when condition met, matching Soldier rifle DC 22-23.

    **Taunt+Startle (L5):** Deception to make target Attack Impaired (Taunt) and Intimidation to make Vulnerable (Startle) can be done as Move/Move. If you succeed on both vs same target in one round, target is Defenseless til next turn (big opening for Dirty Fighting).

    **Panache (L5):** When you crit on Deception check (roll nat 20 and would hit DC), gain 1 Hero Point.

    **Runner (L6):** Speed 1. +2 to Evasive Maneuvers checks while piloting (synergy with Ace Pilot talent).

    **Improved Trick (L7):** Feint upgrades: **Feint as Swift action** (was Move), no penalty. You can now Feint + full attack.

    **Lucky Break (L7):** Once per scene, force enemy to reroll a just-made attack/save vs you and take worse.

    **Cheat Death (L9):** Once per day, when you'd go Dying from Toughness fail by 15+, you instead go Incapacitated + 3 Injuries, stable. Costs 1 Hero Point.

    **Legendary Scoundrel (L10):** Once per scene, spend Hero Point to Take 20 on Deception/Persuasion/Legerdemain/Stealth.

    Talent Trees

    **Talent 1 (L2):**

  • **Gunslinger (Han):** Ranged Attack 2 free, Improved Critical: Pistols 1 (19-20). Reaction Draw if you are targeted in first round.
  • **Con Artist:** Connected, Contacts, Well-Informed free. +5 to Gather Information (split from Investigation — the only starting ship allowed).
  • **Thief:** Legerdemain +5, Security +2, can Take 10 (treat d20 as 10 when not threatened) on Sleight under pressure.
  • **Talent 2 (L4):**

  • **Ace Pilot:** Only half vehicle size mod on Evasive Maneuvers. Gain Vehicles +3. Even though you *own* the ship, this makes you fly it like an Ace.
  • **Duelist:** When you Feint successfully, also get +2 to Parry vs target for 1 round.
  • **Smuggler's Hold:** Your freighter gains Feature 2 (Hidden Compartments, large enough for 1 medium creature + cargo, shielded from scans DC 25) + you know 1 secret hyperspace shortcut (illegal, halve time but -5 to Astrogation or encounter).
  • **Talent 3 (L6):**

  • **Top Gun:** Only half size mod on Outmaneuver, not Vulnerable in dogfight. Requires Ace Pilot.
  • **Double Tap:** When you hit with pistol, free extra shot at -5 attack, same Damage (not Multiattack, second roll). Triggers Dirty Fighting if first hit made Vulnerable.
  • **Infiltrator:** Stealth +5, can mimic voices (+10 Deception for impersonation) if you heard 1 min.
  • **Talent 4 (L8):**

  • **Legendary Pilot:** When you outmaneuver, allies who attack same target get +2 attack.
  • **Lucky Devil:** Luck 2 (2 extra Hero Point rerolls). You get Luck 2 free.
  • **Fortune Favors the Bold:** When you spend Hero Point, also heal 1 Injury (once per scene).
  • **Talent 5 Capstone (L10):**

  • **The Falcon's Shadow:** Once per adventure, you appear exactly where needed: reposition to any location in scene that could conceivably be reached with your ship, unconscious allies auto-stabilized if you get there in 1 round.
  • **Criminal Mastermind:** You run a network. Benefit 5 (5,000cr/month income, galactic Contacts), Contacts global, you can call Tier 5 Thug squad (Minion 6 (Tier 6-7 grunt, +9 attack, Toughness 9, dies if Toughness fails by 5+) once/adventure.
  • **Gun-Fu Legend:** Pistol Damage +2 Penetrating, can Deflect (blaster bolts only) with pistols at Deflect 6 (Requires 2 pistols).
  • Starting Package

    **Abilities:** PRE 3, AGI 3, DEX 2, AWE 1, INT 1, STR 0, STA 1, FGT 0

    **Defenses:** Dodge 5, Parry 3, Toughness 2/4 with Padded Clothing + hidden vest (Prot 2), Fort 3, Will 5

    **Offense:** Blaster Pistol +6 (Ranged Damage 4 +2 Spec = DC 21, +2 Dirty = DC 23 when Vulnerable), Holdout +5 (Ranged 3 DC 18), Unarmed +0 (0)

    **Skills:** Deception 6 (+9), Legerdemain 4 (+6), Stealth 4 (+7), Perception 3 (+4), Persuasion 4 (+7), Expertise: Streetwise 4 (+5), Vehicles 4 (+6), Ranged Combat: Pistols 2 (+6 total with Full), Technology 2 (+3)

    **Gear:** Blaster Pistol (Custom + Laser Sight), Holdout Blaster, Padded Clothing (Hidden Compartments + Prot 1), Fake ID 2 types, Comlink (encrypted), 2x Glow Rod, Field Kit (5cr)

    **Ship:** Used XS Freighter (see Tramp Freighter), 25k debt note + 10k operating debt = 35k total, -350cr/month, Faulty Hyperdrive / Hidden Complication

    **Complication:** Debt 35k (Ship + Operating), Wanted (minor) or Bounty Declared!

    Fear of Death - You Cause It

    You don't tank. You make enemies fail. Dirty Fighting + Weapon Spec means you match Soldier damage when you set up Vulnerable. Feint (Swift at L7) -> Vulnerable -> +5 to hit + +2 Spec + +2 Dirty = +9 swing. Evasion + Uncanny + Lucky Break + Cheat Death keeps you alive. And you *own* the ship everyone needs to leave the planet.


    SINS V2 — Scoundrel — TOTAL CONVERSION