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=The Scoundrel= Scoundrels are thieves, swindlers, consultants, seductresses, smugglers, thugs, pirates, miscreants, gamblers, bandits, troublemakers, or other ne'er-do-wells. They begin by choosing two Abilities from the list. All walks of life have to deal with Scoundrels at one point or another. Interaction with a Scoundrel can be quite dangerous but also extremely beneficial, depending on their prerogative. Many Scoundrels are swayed by credits and some are so greedy that they can be bought off in the middle of a firefight. * '''Duck and Cover:''' You are an expert at using the environment for your protection, getting +1 to your armor against ranged attacks as long as you're not out in the open. * '''Getaway:''' Once per day, you can automatically flee a location sprinting, dodging, and ducking to avoid pursuit. * '''Opportunist:''' When you and your allies overpower your opponents, you inflict +2 damage. * '''Quickness:''' As long as you're wearing light or no armor, you always act first and can react when suddenly surprised. Your Speed is always Sprint in light armor. * '''Sleaze:''' When you pick locks or disable security mechanisms, you can do so quite quickly and unnoticed while in plain sight. * '''Slicer:''' You can use the Technology Skill to hack into computers and take control of networks. * '''Smuggler:''' You can attempt to hide things in plain sight. In addition, once per day, even after getting thoroughly searched, you can produce a small, inexpensive and useful item from your person. * '''Trader:''' Once per day, you can halve the price of a purchase thanks to the different connections you have with distributors, merchants, tradesman, and smugglers. Also, you can tell the approximate value of artwork and trade goods once you've inspected them without having to roll.
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