Scoundrel

in: Professions

## Introduction

Scoundrels are not the type to play fair in a life or death situation. Having an innate sense for spotting an opportunity or advantage, they are characters who specialize in escaping tight situations and making sneak attacks on their opponents.

**Associated Skills:** Dexterity, Escape Artist, Melee Attack, Ranged Attack

### Passive Benefits

**Dice Passive:** +1 Dexterity, +1 Pick Lock, +2 Stealth, Begins with *Specialized Thieves Tools*

## Abilities

### Disappear into Smoke (Debuff)

Small, coin-sized bombs can be thrown onto the ground to quickly cover a small area in smoke. Effective to help start a quick get-away. Opponents can find it very hard to accurately target their swings and shots in the clinging smoke. Temporary AoE roll penalty.

* **Target(s):** Up to four targets
* **Dice Modifier(s):** Escape Artist
* **Duration:** 10 minutes
* **Cooldown:** 1 hour

### Cheap Shot (Attack)

Using any form of weapon they can carry, Scoundrels always know how to get a quick, and often devastating attack in, be it with or without a weapon. Extremely short range, but has a higher chance to hit. Uses Melee Attack Skill.

* **Target(s):** Single
* **Dice Modifier(s):** Melee Attack
* **Cooldown:** 10 minutes

### Envenomed Blades (Buff)

Scoundrels are knowledgeable in applying poisons to their weapons both effectively and without hurting themselves in the process, and can even manage to perform this quickly in combat. After using this ability, every strike from a scoundrel is for a time capable of inflicting a vicious poison.

* **Target(s):** Self
* **Dice Modifier(s):** *(Coming soon!)*
* **Duration:** 15 minutes
* **Cooldown:** 1 hour

### Artful Sabotage (Debuff)

The scoundrel is able to clandestinely sabotage a target by passing close to them and somehow subtly altering a small detail. They can cause a gun to be more likely to jam, grease a weapon’s handle to make it more slippery than expected, or spread a powder likely to make a magician cough, sneeze or blink at a crucial moment. How they accomplish this varies per scoundrel. Uses Stealth Skill. Adds a long penalty of -4 to either an enemy’s physical and magic attacks or  an enemy’s physical and magic defense.

* **Target(s):** Single
* **Dice Modifier(s):** Stealth
* **Duration:** 15 minutes
* **Cooldown:** 1 hour

### Knockout Powder (Stun)

The scoundrel can blow a potent mixture of powders into an opponent’s face made to briefly threaten their consciousness, leaving their opponent momentarily able to do little more than keep their feet underneath them.

* **Target(s):** Single
* **Dice Modifier(s):** Ranged Attack
* **Cooldown:** 30 minutes

### Slip the Noose (Buff/Special)

The scoundrel is an expert at escaping from bindings, able and willing to take extreme measures like breaking bones or dislocating limbs to free themselves. In combat, this makes the Scoundrel extraordinarily hard to grapple or pin down. Cannot be used to escape extreme restriction, like being crucified or having every limb bound separately. Out of combat, this can be used to escape simple bindings and restraints at the cost of inflicting an injury timer on the user. If the user is already injured, they cannot use this ability to escape.

* **Target(s):** Self
* **Dice Modifier(s):** Escape Artist
* **Cooldown:** 2 hours

### Desperate Measures (Cleanse)

Scoundrels are hardly medical professionals but they are resourceful by nature, and they can quickly put that to use to stop bleeds, minor poisons, and other similar minor conditions. How they accomplish this changes by situation, and may include rapidly ripping cloth to bandage themselves, sucking out poison with their mouth, quick cauterizations or other such measures.

* **Target(s):** Self
* **Dice Modifier(s):** Dexterity
* **Cooldown:** 15 minutes

### Slip Hazard (Debuff)

The Scoundrel can throw out a field of debris from a prepared bag into the battlefield, usually in the form of something like marbles or metal balls. Up to four opponents can be caught in this improvised attack which nonetheless can prove quite effective as they are forced to fight to try to keep their footing.

1. **Target(s):** Up to four targets
2. **Dice Modifier(s):** Ranged Attack
3. **Duration:** 10 minutes
4. **Cooldown:** 1 hour

### Dirty Fighting(Buff)

Scoundrels excel in surprising opponents at just how low they are willing to go to gain an advantage in a fight. By resorting to the most dishonorable, despised tactics possible a scoundrel is able to temporarily tip the scales against their opponent, potentially getting a few extra hits in. Opponents soon adapt to the change, however.

* **Target(s):** Self
* **Dice Modifier(s):** Stealth
* **Duration:** 15 minutes
* **Cooldown:** 2 hours

### Hobble (Attack/Debuff)

A scoundrel can use their expertise in fighting dirty to really hit where it hurts, attacking an opponent and potentially scoring a blow in a place that causes them to be hobbled afterward and move slower as their mobility is limited by the injury.

* **Target(s):** Single
* **Dice Modifier(s):** Melee Attack
* **Duration:** 10 minutes
* **Cooldown:** 30 minutes