Rogue

You’re crafty; some might even say shady. That's because you survive risky endeavors with stealth, skill, and the grace that comes with quick reflexes. You size up the vulnerabilities of others with a glance, and when it’s in your best interest, exploit opportunities to their fullest. What you lack in brawn you more than make up for in guile, furtiveness, and maybe a little bit of luck. You prefer letting someone else in your group charge head-first into conflict, allowing you to slip past unnoticed, possibly so you can stick a dagger in an enemy's back. When danger isn't imminent, you're among the best suited to carefully examine a new location and, if necessary, remediate traps and unlock vaults.

Background Options

  • You got your start by working for a criminal guild and still retain an insatiable hunger for coin.

  • Last week you “helped” the city watch unlock a safe found in an abandoned wagon.

  • Your salvage of a sunken vessel in the harbor last month was interrupted by pirates.

  • Your father disappeared two weeks ago with no explanation.

  • You grew up on the streets, surviving on your wits, your nimble fingers, and the aid of a friend who later betrayed you nearly to your death. You still look for them.

  • You built up a small retail business. That ended when it burned down three months ago.

  • Raised a noble, you took up theft as an illicit “hobby” that grew out of control, and now lead something of a double life.

  • Your acquaintance the duke invited you to a grand party scheduled for next month.

Rogue Abilities

You gain all of the following benefits: Able to take two more minor wounds and one more moderate wound Add +3 to Speed Pool Add +1 to Intellect Pool Add +1 Edge in Pool of your choice Freely use light and medium weapons Freely use light armor Gain one weapon of your choice At tier 3 and tier 6, choose an ability from the Fantasy Genre Abilities list

Detect Traps (2+ Speed or Intellect): When you roll to find a trap and your roll is less than a 9, treat the roll as a 9. (This means you don’t get a GM intrusion if you roll a 1.) Each level of Effort you apply You retain your increased trap sensitivity until you use a ten-minute or longer recovery. Effort: Increase the minimum number rolled for this ability by 3. At tier 3, the minimum number rolled for this ability increases to 12. Action.

Whenever an ability grants a choice between two Pools, each time you use that ability you can decide which of those two Pools to spend your points from. You can't split the cost between both Pools.

Expert Sneak: You are trained in stealth. At tier 6, you can become an expert in stealth if you are already specialized, but you must gain the skill normally. Enabler.

Expert, page (ref)

Sneak Attack (1 Speed): If you use a light weapon to attack a foe under one of the following conditions, your attack inflicts +5 damage. (This ability doesn’t work with medium or heavy weapons.)

  • You attack with surprise.
  • An ally uses their action to ease your attack.
  • Your foe’s defenses are hindered due to some other ongoing direct distraction.
  • Your foe is unable to take their next turn due to some disabling attack or situation. First action.

[!example]

Rogue Equipment Bundle

Choose the following equipment bundle to quickly outfit your character, or assemble your own starting equipment. Two daggers, appropriate clothing, a bag of light tools (including lockpicks), a backpack, a bedroll, 50 feet (16 m) of rope, a hand mirror, three torches, rations and water for three days, a tinderbox, and enough extra currency to buy a moderately priced item.

Equipment, page (ref) Currency, page (ref) Moderately priced items, page (ref)


Part of Dungeon Fantasy