Against his will, a criminal can find himself enmeshed in matters far darker or complex than petty theft or even murder for hire. Like the aristocrat, this is a character concept for all seasons. Be aware, though, that the criminal who preys on his fellow PCs will hamper the unity the heroes require.


60 CP


ST 11 10; DX 11 20; IQ 11 20; HT 10 0.

Secondary Characteristics

Damage 1d-1/1d+1; BL 24 lbs.; HP 11 0; Will 10 [-5]; Per 11 0; FP 10 0; Basic Speed
5.25 0; Basic Move 6 5.


Contact Group (Underworld in home city; Skill-15; 9 or less; Somewhat Reliable) 10. • 20 points chosen from among Alternate Identity (Illegal) 15, Danger Sense 15, Daredevil 15, Flexibility or Double-Jointed [5 or 15], High Manual Dexterity 1-4 [5/level], Luck 15, Night Vision [1/level], Patron (Crime boss; 9 or less) 15, Reputation (“Reliable,” among criminals) [Varies], or Smooth Operator [15/level].


Greed [-15*]. • Either Duty (Crime boss; 9 or less; Involuntary) [-10], Enemy (Local law-enforcement agency; Watcher; 9 or less) [-5], and Social Stigma (Criminal Record) [-5], or Secret (Criminal) [-20]. • A further -25 points chosen from among Addiction [Varies], Callous [-5], Code of Honor (Pirate’s or “Stays Bought”) [-5], Compulsive Gambling [-5*], Compulsive Lying [-15*], Cowardice [-10*], Kleptomania [-15*], Laziness [-10], Light Sleeper [-5], Obsession (The big score) [-5*], Overconfidence [-5*], Reputation [Varies], Selfish [-5*], Trademark [-5 to -15], or Trickster [-15*].

Primary Skills

Streetwise (A) IQ+2 8-13. • 20 points in skills relevant to your criminal pursuit, such as:

Burglar: Climbing (A) DX 2-11; Connoisseur (Art, Coins, Stamps, etc.) (A) IQ 2-11; Lockpicking (A) IQ+2 8-13; and Observation (A) Per+1 4-12. • One of Electronics Operation (Security or Surveillance) or Traps, all (A) IQ+1 4-12.

Dealer/Bootlegger: Fast-Talk and Holdout, both (A) IQ+1 4-12; and Merchant (A) IQ+3 12-14.

Grifter: Acting and Fast-Talk, both (A) IQ+1 4-12; Body Language (A) Per+1 4-12; and Sex Appeal (A) HT+2 8-12.

Hacker: Computer Operation (E) IQ+2 4-13; Computer Programming (H) IQ+2 12-13; and Electronics Operation (Communications or Surveillance) (A) IQ+1 4-12. Smuggler: Disguise and Holdout, both (A) IQ+1 4-12; Forgery (H) IQ 4-11; and Smuggling (A) IQ+2 8-13.

Street Thief: Filch (A) DX 2-11; Pickpocket (H) DX+2 12-13; Shadowing (A) IQ 2-11; and Sleight of Hand (H) DX 4-11.

Thug: Brawling and Forced Entry, both (E) DX+2 4-13; and Intimidation (A) Will+1 4-11. • Two of Guns (Pistol) or Knife, both (E) DX+2 4-13; or Axe/Mace (A) DX+1 4-12.

Secondary Skills

Area Knowledge (home turf) (E) IQ+1 2-12; Running (A) HT 2-10; and Stealth (A) DX 2-11.

Background Skills

A total of 6 points in Carousing (HT/E), Driving (any) (DX/A), Escape (DX/H), Fast-Draw (any) (DX/E), Gambling (IQ/A), Poisons (IQ/H), Savoir-Faire (Mafia) (IQ/E), Urban Survival (Per/A), or any other “criminal” skills in this template.


Stars Edge Redux theshadow99 theshadow99