TEXT:  
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
  SCUM AND VILLAINY 
  Criminals of the Star Lanes 
  By Omer Golan-Joel 
  
   
  Scum and Villainy 
  Criminals of the Star Lanes 
  By Stellagama Publishing 
  Credits
  Cover Art 
  Luigi Castellani 
  Interior Art 
  Luigi Castellani 
   
  Author 
  Omer Golan-Joel 
  Editor 
  Richard Hazlewood 
  Interior Design & Layout 
  Kathy Hazlewood 
   
   
  All rights reserved. Reproduction of this work by any means without the written permission of the publisher is expressly forbidden. All significant characters, 
  names, places, items, art and text herein are copyrighted by Stellagama Publishing. Parts of this game product have been published under the Open Game 
  Licence. A copy of this licence is shown on the last page of this book. To learn more about the Open Game Licence, please go to www.mongoosepublishing.com. 
  This material is protected under the copyright laws of the United States. This product is a work of fiction. Any similarity to actual people, organisations, places 
  or events is purely coincidental. 
   
  White Star™ is a trademark of James M. Spahn. Used with permission under license. 
  
  Scum and Villainy 
  Criminals of the Star Lanes 
   
  Table of Contents 
   
   
   
   
   
   
   
   
  Tables 
  Table 1: Assassin Advancement 
  7 
  Table 2: Rogue Advancement 
  10 
  Table 3: New Weapons 
  13 
  Table 4: New Equipment 
  14 
   
   
   
   
   
   
                  
                                                
   
   
  Copyright 2016 Stellagama Publishing  
  White Star™ and White Star: White Box Science Fiction™ are trademarks of Barrel Rider Games and James M. Spahn. 
  Swords & Wizardry, S&W, WhiteBox, and Mythmere Games are the trademarks of Matthew J. Finch. Barrel Rider Games is not 
  affiliated with Matthew J. Finch or Mythmere Games™. This product is compatible with the rules of Swords & Wizardry: Whi
  Introduction 
  3 
  Required Materials 
  3 
  About The Author 
  4 
  New and Expanded Rules 
  5 
  Assassin 
  7 
  Rogue 
  9 
  New Ship Modifications 
  12 
  New Weapons 
  13 
  New Equipment 
  14 
  Open Game License 
  15 
  
  Scum and Villainy 
   
  3 
   
  Introduction 
  Proud aristocrats, brave mercenaries, dashing pilots and loyal star knights populate the spacelanes of the 
  White Star galaxy. However, they are not alone. Beside the brave heroes with shining star-swords, other people 
  ply the ocean of stars in search of profit and glory. Among these are the less savory of spacefarers. In the bowels 
  of interstellar society, one may find them – the scum of the galaxy: namely, lethal assassins and stealthy rogues. 
  They might live in whatever wretched hive in the far colonies or in the stinking underbelly of a great arcology in 
  the core. But regardless of their habitat, their stories are also stuff of legends, parallel to those of their more 
  scrupulous brethren: stories of cunning heists, daring escapes, cleverly executed plans to bring down a tyrant – 
  and, indeed, outsmarting the Consortium and all other stuffed-shirt, dour-faced authority-figures who think 
  they can tell the free-spirited scoundrel what he can and cannot do. 
  This humble booklet offers the White Star™ player and referee two new classes. First is the Assassin – a man 
  (or woman!) trained in the art of precise killing and stealth. Second is the Rogue, a thief or spy skilled in getting 
  into places people do not wish him to enter. Together with them, we present you with clarified and expanded 
  stealth rules, two new ship modifications, five new weapons and two new pieces of gear. All together, we hope 
  that this will open a secret door for you into the world of interstellar crime! 
  Required Materials 
  To get the most from this book you will need at least two dice of various sides and some pens/pencils and 
  paper or a computer. 
  Access to a copy of the White Star: White Box Science Fiction Roleplaying by Barrel Rider Games may be useful. 
  References to Other Books 
  In this book, references to specific pages in other books and products are shown as the code for the relevant 
  book followed by the page number, both in italics, thus: WS x or (WS x). 
  • White Star: White Box Science Fiction Roleplaying by Barrel Rider Games: WS 
  Die Throw & Notation Conventions 
  The die throw and notation conventions used in this book are the same as those described on WS 10. 
  Tasks and Saving Throws 
  The rules for tasks and saving throws in this book are the same as those on WS 38. 
  Combat 
  Wherever this book refers to combat, you can use the Combat chapter on WS 41. 
   
   
  
  Scum and Villainy 
   
  4 
   
  About the Author 
  Omer Golan-Joel is a 34 years old freelance English-Hebrew-English translator and an avid sci-fi and fantasy 
  gamer from the town of Yavne, Israel. He lives with his beloved spouse and two cats Saki and Chicha – the real 
  masters of the house – as well as an entourage of lizards, from the gang of house geckos to the large Star Agama 
  who graces the wall of his home in the warm and hot months. Omer is a fan of science-fiction, fantasy and 
  history, an amateur cook, and a hobbyist herpetologist. He also writes role-playing gaming material, including 
  Outer Veil, a full-scale campaign setting for Traveller™ published by Spica Publishing®.  
  Stellagama Publishing 
  Stellagama Publishing is a small, independent, international role-playing game publisher focused on science 
  fiction gaming. We publish stuff for both the White Star™ RPG based on Sword & Wizardry: White Box™ and for 
  Mongoose® Traveller™, 2nd edition. Our interests are first and foremost to put forth enjoyable, immediately 
  playable supplements, setting and adventures for these games for the enjoyment of our fellow players and 
  referees. 
   
   
   
  
  Scum and Villainy 
   
  5 
   
  NEW AND EXPANDED RULES 
  Sneaking around – clarified and expanded rules 
  The core White Star™ rules do not deal with stealth and sneaking, apart from the Surprise rules (White Star, 
  p. 38). This booklet, however, deals with interstellar criminals and other sneaky characters – and thus warrants 
  a closer look at stealth. The core rules state that a party will gain surprise – if circumstances allow for this – over 
  others at a roll of 1-2 on 1d6. The target – or victim if you will – of the surprise (or ambush) attempt makes the 
  roll and will have to roll 3+ on 1d6 to avoid being surprised. However, here we will clarify a few things about 
  stealth and further expand this field of rules. 
  Under these expanded rules stealth depends on the person, droid or creature being sneaked upon. If a 
  creature is actively watching an area, it will detect anyone trying to sneak around it unless special abilities or 
  gear render the sneaker invisible. In this case, no surprise roll or even save vs. detection will allow the sneaky 
  character to avoid detection. Humans and most alien beasts, however, get tired of such vigilance and will let 
  down his guard within one turn, becoming passive watchers. Generally speaking, such organics cannot watch 
  an area in full alert more than one out of three turns. Droids, on the other hand, are constantly on alert. 
  Any character may sneak up to a passive watcher or around him on a regular surprise roll – normally 1-2 on 
  1d6; such a roll will allow the character to move one round without being detected. A failed surprise roll means 
  that the watcher detects the character. A creature may, however, become distracted, making stealth even 
  easier. Distraction can come from engaging in a conversation, playing cards with other guards – or hearing a 
  loud noise in another direction. When distracted, the watcher will not notice the character by sight, but may 
  still hear him on 1 on 1d6. When the watcher hears something, however, he has not detected the character yet; 
  he may still be surprised as above on a roll of 1-2 on 1d6. So a distracted character has, cumulatively, only 
  approximately 11% of detecting a sneaking character. A droid can also be distracted by attracting its attention 
  away from the sneaking character – as even its positronic brain may focus only on so many things at once. This 
  is the only way to sneak past a droid; as long as it is actively watching, it will automatically detect any sneaking 
  character in its line of sight. 
  The above applies to all characters of all classes. Assassins and Rogues, however, have another ace up their 
  hole. If a passively watching or a distracted character is about to detect them as per the above rules – they may 
  make a Saving Throw vs. detection; if successful, they avoid notice. This means that if such a character manages 
  to distract a guard – say, by triggering an alarm on the other side of the room – he may sneak around him 
  virtually undetected. 
  Avoiding Notice in Space 
  Generally speaking, space is big and empty. A fully-powered starship with its engines roaring has an enormous 
  heat signature easy to detect by any sensor system. Furthermore, a cloaking device works well in the vacuum 
  of space, but once a ship enters an atmosphere, it will create turbulences powerful enough to be easily detected 
  by any half-decent sensor system. Thus, unless landing on airless moons or docking in abandoned space stations, 
  a cloaking device – as expensive it is and as useful in space combat as it is – is not the end-all solution for 
  
  Scum and Villainy 
   
  6 
   
  smugglers and other people wishing to land on planets unnoticed. However, being detected is not synonymous 
  with being intercepted and boarded, or even suspected. 
  Elaborate customs systems usually exist where there is significant space traffic. After all, on colonies seeing 
  only one small or medium transport a month, there is little reason to invest large amounts of credits in cutters, 
  complex radar systems and other expensive equipment. However, with traffic also comes the big enemy of any 
  policeman – information overload. A system operator can only pay attention to so many of the coming ships, 
  and customs inspections will typically be cursory in nature. Only the most totalitarian planets have the budgets 
  allowing thorough searches of any ship arriving at their ports – or, indeed, leaving them. 
  In most cases, to avoid trouble with customs and other bothersome authority figures, roll 3-6 on 1d6. This 
  becomes 2-6 in systems with large amounts of debris such as asteroids or planetary rings playing tricks on 
  sensors, or only a roll of 6 of 1d6 in systems with particularly stringent regulations.  
  Fencing Stolen and Looted Goods 
  Role-playing game characters are notorious for looting anything not nailed down in the dungeon, enemy 
  starship or strange alien planet they just visited. However, selling these spoils on the open market can be a 
  challenge. Most scrupulous merchants – or those afraid of the long arm of the law – will usually avoid purchasing 
  questionable goods from the hands of shady characters such as the typical PC; after all, if a general shop's keeper 
  on some colony just buys 8 laser rifles clearly marked as former property of the Consortium Shock Troopers, he 
  is likely to get into big trouble if discovered by authorities, and possibly executed as a rebel. So when regular 
  player characters attempt to resell looted goods to merchants, they will usually only get half of their listed price. 
  If the item at hand is particularly risky to deal with, such as the above-mentioned Consortium laser rifles, they 
  will able to find a buyer only on a roll of 5-6 on 1d6, and even then will get paid 10% of the list price. Rogues, 
  however, have a special ability allowing them to fence stolen swag more efficiently and profitably. 
   
   
  
  Scum and Villainy 
   
  7 
   
  ASSASSIN 
  Some people in the galaxy deserve to be killed. 
  Others need to be killed. Yet others have people 
  wishing to kill them. While people wishing to do such 
  acts of murder may hire characters of any class to do 
  so, the most efficient choice would be an Assassin. 
  From the murderous hired killer to the Resistance 
  sniper to mystic assassin-cults focused on killing the 
  wicked, Assassins are men and women trained in the 
  art of killing. 
  The Assassin fights relatively well, though not as 
  well as a skilled Mercenary. He shines, however, in 
  stealth. Where the Mercenary has abilities allowing 
  him to mow down large numbers of low-level enemies 
  at once, the Assassin excels in taking down one target 
  with lethal precision and sometimes from a long 
  distant preventing reprisals. Some Assassins work 
  alone, though many others are valuable members of 
  teams, providing long-range accurate fire support and 
  eliminating dangerous foes before they can react. 
  They are, however, not built for sustained face-to-face 
  combat, preferring instead to strike from the shadows 
  and then move away before the enemy can react. 
   
  Level 
  XP 
  HD 
  BHB 
  ST 
  Assassinate 
  1 
  0 
  1 
  +0 
  15 
  X2 
  2 
  1,500 
  2 
  +1 
  14 
  X2 
  3 
  3,000 
  2+1 
  +2 
  13 
  X2 
  4 
  6,000 
  3 
  +2 
  12 
  X2 
  5 
  12,000 
  4 
  +3 
  11 
  X3 
  6 
  24,000 
  4+1 
  +4 
  10 
  X3 
  7 
  48,000 
  5 
  +4 
  9 
  X3 
  8 
  96,000 
  6 
  +5 
  8 
  X3 
  9 
  192,000 
  6+1 
  +6 
  7 
  X4 
  10 
  384,400 
  7 
  +6 
  6 
  X4 
  TABLE 1: Assassin Advancement 
  
  Scum and Villainy 
   
  8 
   
   
  Assassin Class Features 
  Weapon/Armor Restrictions: Assassins may use any weapon but may only wear Light Armor and cannot use 
  Shields. 
  Saving Throw: Assassins get +2 on the Saving Throws vs. death and poisons. 
  XP Bonus from Dexterity: Assassins with a Dexterity of 13 or 14 receive a 5% Experience Bonus, and those 
  with 15 or higher get 10%. 
  Stealth: Assassins know how to blend into shadows and avoid notice, especially when preparing for a kill, or 
  when fleeing the crime scene afterwards. When at risk of being detected, as per the stealth rules on p. 5 of this 
  booklet, the Assassin may make a Saving Throw vs. detection to avoid being detected and stay hidden. This 
  cannot defeat fully alert active watchers, of course, but will fool passive watchers and distracted characters. 
  Assassinate: Assassins know how to kill. Both in close combat and at any range, when shooting at an unaware 
  target, Assassins receive a +4 bonus to hit, and multiply their damage as given in the Assassin Advancement 
  Table. 
  Establish Hit Squad (9th): At 9th level, an Assassin who chooses to organize a safe-house on a major world may 
  attract a small group of partners in crime who will serve as his assistants in assassinations or as a separate kill-
  team under his command. 
   
   
  
  Scum and Villainy 
   
  9 
   
  ROGUE 
  The nimble street-urchin thief of the arcology, 
  the expert burglar, the resourceful spy – all of 
  these, and many more, are Rogues. Where there 
  are riches to be stolen and secret information to 
  be exposed, there will always be people who seek 
  to put their grubby hands on them. Not all Rogues 
  are criminals – many are lawful private 
  investigators or heroic spies in service of a just 
  cause (or snitches for the insidious Consortium). 
  But all of them know how to get their hands on 
  what they want, when they want it, despite the 
  wishes of others. 
  The Rogue is a master of stealth and breaking 
  and entering, but is not very skilled in honorable 
  combat. Years of lazy thievery, or secret agency 
  stealth and information-gathering training at the 
  expense of combat training have rendered the 
  Rogue relatively weak physically, and not highly 
  skilled with a laser or a sword. She is, however, 
  experienced 
  in 
  underhanded 
  combat 
  and 
  backstabbing. 
   
   
  
  Scum and Villainy 
   
  10 
   
  Level 
  XP 
  HD 
  BHB 
  ST 
  Sneak 
  Attack 
  Security 
  Sleight 
  of Hand 
  Climbing 
  1 
  0 
  1 
  +0 
  14 
  X2 
  6 
  5+ 
  4+ 
  2 
  1,250 
  1+1 
  +0 
  13 
  X2 
  5+ 
  5+ 
  4+ 
  3 
  2,500 
  2 
  +1 
  12 
  X2 
  5+ 
  4+ 
  4+ 
  4 
  5,000 
  2+1 
  +1 
  11 
  X2 
  4+ 
  4+ 
  3+ 
  5 
  10,000 
  3 
  +2 
  10 
  X3 
  4+ 
  3+ 
  3+ 
  6 
  20,000 
  3+1 
  +3 
  9 
  X3 
  3+ 
  3+ 
  3+ 
  7 
  40,000 
  4 
  +3 
  8 
  X3 
  3+ 
  2+ 
  2+ 
  8 
  60,000 
  4+1 
  +4 
  7 
  X3 
  2+ 
  2+ 
  2+ 
  9 
  90,000 
  5 
  +4 
  6 
  X4 
  2+ 
  * 
  * 
  10 
  120,000 
  5+1 
  +5 
  6 
  X4 
  * 
  * 
  * 
  * The roll will only fail on a roll of 11+ on 2d6. 
   
  TABLE 2: Rogue Advancement 
   
  Rogue Class Features 
  Weapon/Armor Restrictions: Rogues may use clubs, daggers, firearms, grenades, laser pistols, mono-
  daggers, mono-swords, and laser pistols. They may only wear Light Armor and may not use Shields. 
  Saving Throw: Rogues get +2 on the Saving Throws vs. death and poisons. 
  XP Bonus from Dexterity: Rogues with a Dexterity of 13 or 14 receive a 5% Experience Bonus, and those with 
  15 or higher get 10%. 
  Stealth: Rogues know how to blend into shadows and avoid notice, especially when preparing for a heist, or 
  when fleeing the crime scene afterwards. When at risk of being detected, as per the stealth rules on p. 5 of this 
  booklet, the Rogue may make a Saving Throw vs. detection to avoid being detected and stay hidden. This cannot 
  defeat fully alert active watchers, of course, but will fool passive watchers and distracted characters. 
  Sneak Attack: Sneaky types that they are, Rogues are underhanded in combat and know how to land an 
  unexpected blow on an unsuspecting victim. Both in close combat and in up to a range of 30', when shooting at 
  an unaware target, Rogues receive a +4 bonus to hit, and multiply their damage as given in the Rogue 
  Advancement Table. Note that unlike the Assassinate ability of Assassins, this ability is limited in range. 
  Security: Locks are no match for the skilled Rogue; the same goes to most security systems whether 
  mechanical or electronic. We encourage the Referee to simply let a Rogue pick most routine locks and disable 
  simple, civilian-grade security systems without needing to roll. However, when faced with serious security of 
  complex locks, roll the number given on this column, or higher, on 1d6 to pick the lock or disable the security 
  
  Scum and Villainy 
   
  11 
   
  system. Rogues usually require a Security Kit (see p. 14) to use this ability, but may use improvised or scavenged 
  tools in its absence, suffering a -1 penalty to this roll, though a roll of 6 on 1d6 is always a success regardless. 
  Sleight of Hand: Picking pocket is a time-honored tradition among thieves. The Rogue may attempt to pick a 
  pocket, palm a small object, or hide a small item from search on a roll of the number given on this column, or 
  higher on 1d6. 
  Climb: While any character may climb regular surfaces with ladders, ropes or other easily-grabbed handholds, 
  a Rogue is skilled in "second-story jobs" – that is, climbing walls without obvious handholds. On a roll of the 
  number given on the column, or higher, on 1d6, the rogue has succeeded in scaling that wall. 
  Fencing: As discussed on p. 6, stolen goods are hard to sell. The Rogue, however, knows whom to contact and 
  how to sell them on the black market, and thus sell regular loot and stolen items at 100% the market price and 
  sell particularly risky items at 50% the market price without needing to roll for a seller. 
  Underworld Contacts: Rogues know the criminal underworld well, and know whom to talk with to get 
  sensitive information not available otherwise on the planetary networks. Generally speaking, the Rogue will 
  know whom to ask for various rumors and pieces of information, and once per gaming session, will be able to 
  get her hands with no roll necessary on one important piece of information, such as the plans for a villain's lair 
  or the password for the back entrance into an enemy compound. Such information costs money, however – 
  typically a steep sum of 50 credits, or more than that for particularly valuable secrets. 
  Establish Gang (9th): At 9th level, a Rogue who chooses to set up a planetary hideout may enlist the help of 
  several other like-minded criminals to start a gang, typically engaged in larceny – or, alternatively, a spy network 
  stealing secrets to sell to the highest bidder – or to send back to the Resistance (or, indeed, the Consortium!). 
   
   
  
  Scum and Villainy 
   
  12 
   
  NEW SHIP MODIFICATIONS 
  False Transponder: This modification replaces the ship's identifying transponder with an illegal unit 
  transmitting a fake signal, adjustable by the pilot from a library of several possible signals. In case 
  authorities take interest in the ship, such as per p. 6, the pilot may roll a Saving Throw vs. detection to 
  avoid the unwanted attention. 
  Base Cost: 20 credits. 
  Smuggling Compartment: This modification installs hidden compartments behind bulkheads and 
  under floors. These could hold a moderate amount of cargo or even carry passengers, as they are 
  pressurized as part of the ship. Treat the secret compartment as having a Secret Door (White Star, p. 38) 
  for the sake of detection by anyone searching the ship. 
  Base Cost: 30 credits. 
   
   
  
  Scum and Villainy 
   
  13 
   
  NEW WEAPONS 
  Weapon 
  Damage 
  ROF 
  Range 
  Weight 
  (in lbs) 
  Cost  
  (in credits) 
  Dartgun 
  Special 
  1 
  100ft 
  5 
  75 
  Firearm (Sniper Rifle) 
  2d6+1 
  1/2 
  500ft 
  12 
  150 
  Garrote 
  1d6 
  - 
  - 
  - 
  5 
  Grenade (Stun Gas) 
  Special 
  1 
  30ft 
  1 
  50 
  Railgun 
  3d6+2 
  1/2 
  500ft 
  20 
  300 
  Dart, Poison (10) 
  - 
  - 
  - 
  0.5 
  25 
  Dart, Sedative (10) 
  - 
  - 
  - 
  0.5 
  10 
  Rail Spike (1) 
  - 
  - 
  - 
  0.5 
  30 
  TABLE 3: New Weapons 
   
  Dart: Ammunition for a Dartgun. Sold in a pre-fabricated magazine holding ten darts. Both types of darts – 
  poison and sedative – weigh the same. 
  Dartgun: A rifle-like weapon using pressurized gas to silently propel a dart towards a target. There are two 
  types of darts – legal sedative darts and illegal poison darts. An organic creature struck by a sedative dart must 
  make a Saving Throw vs. poison or immediately fall unconscious for 2d6 rounds. An organic creature struck by 
  a poison dart must make a Saving Throw vs. poison or die within 1d6 rounds. 
  Firearm (Sniper Rifle): A heavy, long-ranged rifle using a magnification/night vision scope to strike remote 
  targets. 
  Garrote: A composite wire used to strangle unsuspecting and unaware opponents from behind. The person 
  using the garrote must get right behind the victim without being detected to use the garrote, but if he does so, 
  he silently does 1d6 damage, subject to Assassinate and Sneak Attack multipliers. The garrote does not work 
  on an opponent aware of the attacker. 
  Grenade (Stun Gas): Upon impact, this grenade releases a cloud of sedative gas; anyone within 15' of the 
  point of impact must make a Saving Throw vs. poison or fall unconscious for 1d6 rounds. 
  Railgun: A massive weapon using magnetic acceleration to strike a remote target with great force. The railgun 
  is so powerful that its dart can penetrate up to 1'' of solid cover unless made of a particularly hard material, in 
  which case it may penetrate up to 0.5''. The Railgun comes equipped with a deep-penetrating IR scope capable 
  of showing heat signatures behind cover or walls of up to 1' in thickness. 
  Rail Spike: The heavy composite-alloy spike propelled by a railgun. 
  
  Scum and Villainy 
   
  14 
   
   
  NEW EQUIPMENT 
  Gear 
  Weight 
  (in lbs) 
  Cost 
  (in credits) 
  Grapple Launcher 
  6 
  10 
  Security Kit 
  1 
  30 
  TABLE 4: New Equipment 
   
  Grapple Launcher: A mechanical or gas-operated "gun" used to propel a rope with a magnetic grapple up to 
  50' in any direction, including straight up. 
  Security Kit: A specialized toolkit for handling locks, alarms and other security systems, both mechanical and 
  electronic. 
  
   
   
  15 
   
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  9. Updating the License: Wizards or its designated Agents may publish updated versions of this License. You may use any authorized 
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  10 Copy of this License: You MUST include a copy of this License with every copy of the Open Game Content You Distribute. 
  
   
   
  16 
   
  11. Use of Contributor Credits: You may not market or advertise the Open Game Content using the name of any Contributor unless 
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  12 Inability to Comply: If it is impossible for You to comply with any of the terms of this License with respect to some or all of the 
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  15 COPYRIGHT NOTICE 
  Open Game License v 1.0 Copyright 2000, Wizards of the Coast, Inc. 
   
  System Reference Document Copyright 2000-2003, Wizards of the Coast, Inc.; Authors Jonathan Tweet, Monte Cook, Skip Williams, Rich Baker, Andy Collins, David 
  Noonan, Rich Redman, Bruce R. Cordell, John D. Rateliff, Thomas Reid, James Wyatt, based on original material by E. Gary Gygax and Dave Arneson.Traveller  
  Swords & Wizardry WhiteBox Rules by Marv Breig, Copyright © 2008-2011 Matthew J. Finch. 
  White Star: White Box Science Fiction Rolelpaying, Copyright © 2015 Barrel Rider Games; Author James M. Spahn. 
   
  
SOURCE: textdata/thevault/Swords & Wizardry Light/Swords & Wizardry White Box-Based/White Star/White Star Supplemental/Scum and Villainy (WhtStar).pdf