South House Games


Campaign Setting Index => Gameplay Index => Characters

Scoundrel Path

Scoundrel (Conduit Cities): Scoundrels are the slippery characters haunting every major urban sprawl. Some are good-hearted and some are not, but they all know things change fast on the streets and you can't rely on the authorities to arrive in time to save you. Always keep an eye over your shoulder and choose your friends wisely.

Enforcer (Earth Focus)

Starting Skills: Armor Proficiency or Unarmored Focus, Survival (Urban), Weapon Proficiency (Choice), Weapon Proficiency (Choice)

Starting Equipment: Gambeson or Buff Coat, choice of 2 weapons and 1 Mid-Layer armor. If Unarmored Focus was taken, may take an additional Rogue Archetype skill.

Path Level Ability Gained
1 Scars to Prove It
5 General Skill
10 Ride or Die, Extra Attack
15 General Skill
20 Muscle, Hired or Otherwise

Scars to Prove It: As a Special Action, Enforcer may spend 2 EP to increase DR by their Earth modifier until the start of their next turn. If the Enforcer's health is at half or lower (excluding temporary health), this ability only costs 1 EP.

Ride or Die: When the Enforcer targets an enemy that Incapacitated or killed an ally with an attack, spend 3 EP for ADV on that attack and to add their Earth modifier to the damage roll.

Muscle, Hired or Otherwise:

Footpad (Air Focus)

Starting Skills: Apprentice, Survival (Urban), Weapon Proficiency (Choice)

Starting Equipment: Lockpicking Tools, Buff Coat, choice of weapon

Path Level Ability Gained
1 Slippery
5 General Skill
10 Handy, Extra Attack
15 General Skill
20 Lucky

Slippery: Footpad has ADV on saving throws to escape physical bonds or movement impediments. Choose 2 skills from the Mobility Mastery skill tree.

Handy: Footpad adds their Air modifier to Basic Work rolls. Take two additional General Skills or one additional Rogue Archetype skill.

Lucky: 3/Rest, add your Air modifier to any d20 die. Must declare this after the initial roll but before the result is known (if applicable). If your Air modifier has already been added to the roll, add it again.

Hustler (Water Focus)

Hustlers are exactly that. These characters are a little shifty, but dangerous on their own ground and could tell you just about anything concerning the underbelly of society. If a Hustler wants to survive, they keep their eyes and ears open; learning to sift major players from pretenders and never get caught shearing the wrong sheep. These characters live and die by their wits and always have an emergency stash or two around their city.

Starting Skills: Lore (Choice), Silver Tongue, Survival (Urban), Unarmored Combat, Weapon Proficiency (Choice).

Starting Equipment: Buff Coat, Item of choice related to Lore skill, Weapon (Choice).

Path Level Ability Gained
1 Street Smarts
5 Rogue Archetype or General Skill
10 Friends in Low Places, Extra Attack
15 Rogue Archetype or General Skill
20 Extract Value

Street Smarts: In urban environments, add 10 ft to base movement. Hustler adds their Water modifier twice to saving throws against being Surprised.

Friends in Low Places: Hustler may spend 2 EP to gain ADV on any roll to gather information, bribe, or otherwise persuade in such a way as to use their Water modifier for the check while in an urban setting.

Extract Value: