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COWBOYS & VIKINGSCompendium of the Wild Wastes

Catalog / Origins / Criminal

Criminal

Origins

Ability Reflex
Talent Pickpocket
Skills at rank 2 Sleight Of Hand, Thievery

Thief, killer, forger, smuggler, spy or some other kind of malefactor, you were a criminal. Some rogues are guilty only of crossing an oppressive government or offending a powerful lord; others have done things no civilized society could tolerate. Either way, your knack for dealing with desperate, dangerous contacts and navigating less-than-legal ventures makes you a valuable partner for a crew chasing profit and glory more than strict legality.

You gain: +1 Reflex; the Pickpocket talent; 2 ranks in Sleight of Hand and Thievery.

Starting Equipment:

Feature — Criminal Contact: A reliable liaison connects you to a criminal network. You know the couriers, crooked caravan masters and sailors who can carry your messages far.

Starting Packages

Soldiers, Privateers and Criminals start with a gear package that fits the work they did, plus a basic kit and 5 gp. Every package is worth about the same.

  • Basic kit: Uniform, Backpack, Bedroll, Waterskin, Rations (1 week), Flint and steel, Unit insignia (Soldier), or Traveler's clothes, Backpack, Bedroll, Waterskin, Rations (1 week), Flint and steel (Privateer and Criminal).
  • Armor: choose light (leather armor, plus 2 gp) or heavy (scale mail, Might 2).
  • Weapons by culture: the packages list firearms, the settlers' weapons. A character from another culture takes that culture's weapons in place of each long gun or sidearm. If they cost less, take the difference in coin.
CultureIn place of a long gunIn place of a sidearm
VikingsLongbow, 20 arrowsBattle Axe, Light Shield
Native peoplesShortbow, 20 arrows, SpearTomahawk, 5 javelins
Asian immigrantsLight crossbow, 20 boltsTemple Sword
SpecialtyGear
BlackmailerFlintlock pistol and 10 pistol rounds (sidearm); Dagger; Disguise kit; Writing set; Fine clothes; Armor: light or heavy
BurglarHand crossbow; 20 bolts; Dagger; Thieves' tools; Infiltrator picks; Climbing kit; Crowbar; Grappling hook; Rope (50 ft); Hooded lantern; Armor: light or heavy
EnforcerFlintlock pistol and 10 pistol rounds (sidearm); Morningstar; Simple manacles; Hooded lantern; Armor: light or heavy
FenceFlintlock pistol and 10 pistol rounds (sidearm); Merchant's scale; Writing set; Fine clothes; Simple lock; Armor: light or heavy
Highway robberShotgun and 5 shotgun rounds (long gun); Dagger; Armor: light or heavy
Hired killerHand crossbow; 20 bolts; Rapier; Dagger; Disguise kit; Infiltrator picks; Climbing kit; Rope (50 ft); Armor: light or heavy
PickpocketHand crossbow; 20 bolts; Dagger; Thieves' tools; Disguise kit; Fine clothes; Mirror; Armor: light or heavy
SmugglerFlintlock pistol and 10 pistol rounds (sidearm); Dagger; Rope (50 ft); Simple lock; Chest (false bottom); Compass; Hooded lantern; Armor: light or heavy

Specialty (1d8): Every criminal has a line of work they prefer, whether inside a thieves' guild or working alone. Choose or roll the role you played. 1. Blackmailer, 2. Burglar, 3. Enforcer, 4. Fence, 5. Highway robber, 6. Hired killer, 7. Pickpocket, 8. Smuggler

Quirk (1d8)

  1. I always have a plan for when things go wrong.
  2. I stay calm whatever happens; I never raise my voice or let my emotions rule me.
  3. The first thing I do anywhere new is note where everything valuable is, or could be hidden.
  4. I'd rather make a new friend than a new enemy.
  5. I'm very slow to trust; the fairest faces often hide the most.
  6. I ignore the risks. Never tell me the odds.
  7. Tell me I can't do something and I'll do it.
  8. I blow up at the slightest insult.

Ideal (1d6)

  1. Honor. There's a code among thieves. I never rob others in the trade.
  2. Freedom. Chains are made to be broken, and so are the people who forge them.
  3. Charity. I take from those who have plenty and give to those with nothing.
  4. Greed. I'll do whatever it takes to get rich, and I won't apologize for it.
  5. People. I'm loyal to my friends, not to any cause. Everyone else can fend for themselves.
  6. Redemption. There's a spark of good in everyone, even the worst of us, and it's worth finding.

Pledge (1d6)

  1. I'm trying to pay off an old debt to a generous benefactor.
  2. My ill-gotten gains support my family.
  3. Something important was taken from me, and I mean to steal it back.
  4. I'll be the greatest thief who ever lived.
  5. I'm guilty of a terrible crime, and I hope I can redeem myself.
  6. Someone I loved died because of my mistake. It will never happen again.

Flaw (1d6)

  1. When I see something valuable, all I can think about is how to steal it.
  2. Choosing between money and my friends, I usually choose the money.
  3. If there's a plan, I'll forget it. If I don't forget it, I'll ignore it.
  4. I have a tell that gives me away when I'm lying.
  5. When things look bad, I turn tail and run.
  6. An innocent person is in prison for a crime I committed, and I'm fine with that.

Roll or choose one of each, then pair each with a Virtue or Vice (2 of each).

Features

Criminal Contact. A reliable liaison connects you to a criminal network. You know the couriers, crooked caravan masters and sailors who can carry your messages far.

Starting Equipment