The Scoundrel is a hero of action and intense physicality. Their sword fights are punctuated by banter and flirtation and end in kisses as often as they end in bloodshed.
Their central conflict lies in their urge to explore new horizons versus committing to purpose or security.
- Shimbo Pirate
- Diva Fencing Champion
- Dashing Jewel Thief
(circle or invent one for each)
- Playful demeanor, provocative demeanor, eyes only for you
- Revealing clothes, flowing clothes, tight clothes, gaudy costume
- A flashy sword, a famous sword, a delicate sword
Choose one column of stats, then add 1 each to two different stats.
Living in the Moment
Why are you so fickle? Is there something you need to figure out about yourself, and you keep looking for it in other people instead? Are you afraid of the vulnerability that comes from investing in a relationship? Is your true love unattainable? Are you just that oblivious?
Choose something that you’ll be able to grow past to give your character an emotional story arc. You don’t need to figure it out immediately, and the Scoundrel themself may not know at all.
Non-Scoundrels cannot take this move with Advances.
Heat of the Moment: When you taunt someone into doing something they want to do but find unwise, roll +Daring:
If the target is an NPC:
- 10+: They’ll do it in exchange for a small concession or reassurance
- 7–9: They choose 1
- Create an opportunity for you or your allies
- They give you a String on them
If the target is a PC:
- 10+: They mark XP if they do it, and must take a Condition if they don’t
- 7–9: You choose 1
- They mark XP if they do it
- They take a Condition if they don’t
For either a PC or an NPC, if you aren’t already Smitten with them, you may choose to treat a 7–9 result as a 10+ by choosing to become Smitten with the target.
(start with the moves marked and choose two more)
Lust at First Sight: When you become Smitten with someone you barely know, declare your undying love and give them a String on you. Lose your Smitten status with anyone who has no Strings on you. Take +1 forward to any act you think might impress your new interest.
Shiny and New: When you give or receive Emotional Support in an intimate moment with someone new, you each mark XP or clear a Condition.
Better to Seek Forgiveness: When you apologize to someone for your outrageous conduct and put yourself at their mercy, roll +Daring:
- 10+: You find out what it will take for them to forgive you and you each gain a String on the other. If they forgive you, you each clear a Condition.
- 7–9: You find out what it will take for them to forgive you. If you do it, you either take Strings on each other or they may clear a Condition, your choice.
Fools Rush In: When you vault into a situation without forethought and wind up way over your head, give someone dangerous to you a String, mark XP, and take +1 forward to Defy Disaster.
Impressive Swordplay: Whenever you roll a 7+ to Fight, you may gain a String on someone who is present and ask their player what it is about you that has impressed or intrigued them.
The Main Attraction: When you make a dramatic entrance, roll +Grace:
- 10+: Choose 2
- 7–9: Choose 1
- All attention is focused on you for a moment
- You hold the attention of one person for as long as you deliver a dramatic speech
- Take a String on someone present
- You take +1 forward
One in Every Port: When you return to any town you’ve been to before, name a person with whom you shared intimacy here and say how you left things. If you left on bad terms, mark XP and the GM will tell you something interesting that has changed since you were last here.
Rrrip!: When you take or narrowly evade a physical blow from someone dangerous to you, you may declare that your clothes were damaged and are now practically indecent. For the remainder of the scene, when you roll a 10+ on any move against an NPC, you may declare that they have a crush on you (up to one NPC per roll and subject to GM discretion). Additionally, any PC who becomes Smitten with you during the remainder of the scene may mark XP.
Truths of Heart and Blade
To Love and Lose: When you become Smitten with someone, say why, give them a String, and answer this question:
- Why would your romance never last?
Reparte: When you Figure Out a Person during a physical conflict, you may additionally ask one of these questions, even on a 6-:
- What would make you run away with me?
- Where did you learn to fight?
Playing the Scoundrel
You big, lesbian disaster, you’re going to break someone’s heart. The Scoundrel’s moves tend to push them to get into more and more trouble. The thing that will push them to grow as a person is seeing the consequences of the way they treat people. Be ready to live hard and rack up a lot of regrets along the way.
The Scoundrel’s mediocre Heart stat means that they might not actually be very good at Enticing others, but they excel at provoking people using Heat of the Moment. The Scoundrel is seductive and compelling, but is not always respectful or empathetic. Remember that NPCs are people, the narrative should recognize it as bad if the Scoundrel interferes with their agency, and the GM or anyone else can always nix a creepy use of this move, like any other.
If you grow past the Scoundrel’s conflict, you might commit to a purpose, cause, or community and become a Devoted, Chosen, or Spooky Witch. You might not know how to show your feelings and become a Trickster, or you might focus on making up for the harm you’ve done, as an Infamous.