Scamper 4 (12)

Tidal Blades

When Navirians don't follow Citadel law, such as by stealing or hurting others, they can sometimes be exiled. This is especially true for those who have committed repeat offenses.

These exiled criminals, known as scampers, are not allowed to step inside Naviri, a rule strictly enforced by the Coral Guard. Nonetheless, some always find a way to sneak in, either through the mountains or by passing through the Vinian Strait to make illicit trades with Remo's Dock or supply the black market.

Motive: Greed, crime

Environment: Almost anywhere that illicit or illegal activities take place. Many scampers end up in the Scattered Reefs, or working with the Entanglers in Angler's Cove.

Health: 12

Damage Inflicted: Moderate wound (4 points)

Movement: Short

Modifications: Haggling, smuggling, gambling, navigation, coral mining, and sensing deception as level 5

Combat: Typically armed with makeshift tools like mining knives or hidden blades, scampers are dirty fighters, always ready to throw coral dust into a foe's eyes or deliver a stab to a sensitive area.

They may also employ various bombs and explosives for both damage and distraction. A favorite is a handcrafted bomb built of crab-bone pieces and coral shards. These bombs explode in an immediate radius, inflicting a moderate wound (4 points) on everyone in the area.

Interaction: Scampers are typically suspicious of anyone they don't know, and are more likely to fight or run than to talk.

It's hard to win a scamper's trust, but once you do so, it's for life. However, money talks, and a scamper doesn't have to trust someone to get paid by them.

Use: The PCs need to find a way to sneak into or out of the city, and they ask a scamper for help. A scamper's been hired to steal something important from the PCs or their allies. The PCs end up in a card game against a scamper and get taken for everything they're worth.

Loot: Two makeshift weapons, a pack of light tools, and possibly a cypher.

GM Intrusion: The scamper brought backup.