Criminal

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.

Cost

60 CP

Attributes

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.

Advantages

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].

Disadvantages

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.

Criminal

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