Newpark Games
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  • Madness
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  • R3L1C
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Using a mix of stealth, speed, and street smarts, the Rogue outmaneuvers enemies and disruptions their flank with hit and run tactics. Ever the pragmatist, a Rogue prefers to leverage their considerable cunning and creativity to solve problems before resorting to brute force. Though they aren't always criminals, Rogues live by their own code with little regard for petty legalities.
What is your code?
Where did you acquire your deadly skill?
​Do you have any enemies in the underworld?
Rogue's Guile
Whenever you hit with a weapon that has the Finesse Feature, gain a point of Guile. During your turn, you can spend up to (Skill) Guile in the place of Action Points

SKILL +1

+25 Crowns for Armaments
+75 Crowns for Items
+50 Crowns for Wonders
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Download Class Sheet

Abilities

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Dash

With inhuman agility, you can sprint, jump, dip, and maneuver into the ideal position to strike or escape, all in the blink of an eye.
Effect
Minor Action
Cost: 1 Focus
Move up to (Speed) meters.
Upgrades
AERIALISM
4 ChP
You can jump the entirety of or at any point during this movement.

DEFT SPEED
2 ChP
Move an additional (Skill) meters when you use Dash.

TUMBLE
3 ChP
You can move through spaces occupied by enemies while using Dash.
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Disarm, Disable

A deft move or precise shot is all it takes to knock your opponent's weapon from their grasp, leaving them helpless to fight against you.
Effect
Standard Action
Cost: 1 Focus
Make a weapon attack against an enemy. If you hit, cause them to drop a weapon or item they are carrying into an adjacent space. If they are not armed or carrying anything, they become Weakened instead (Save ends).
Upgrades
CATCH
3 ChP
The dropped weapon or item falls into a space adjacent to you or you can use a Reaction (1 AP) before it falls to catch and equip it.

DISARMOR
2 ChP
If you hit, the target gains (Skill) physical Vulnerability (Save ends).

REFLEXIVE DISARM
5 ChP
Once per round, you can use Disarm, Disable as an Interrupt whenever a creature within weapon range makes an attack.
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Sly Footwork

Your fighting style is one of constant movement and adaptation, a quality that makes you difficult to pin down and defeat in combat.
Effect
Reaction
Use this ability whenever you avoid being hit by an enemy attack; the triggering creature is knocked off-balance, giving them Disadvantage on their next Feat.
Upgrades
CHEAP SHOT
3 ChP
You can use Sly Footwork whenever you hit with an attack to knock the target off-balance, giving them Disadvantage on their next Feat.

CLEVER FEET
4 ChP
When Sly Footwork triggers, you can move or move the target up to (Skill) meters.

MISDIRECTION
2 ChP
Until the end of your next turn, the target of Sly Footwork becomes Fixated on a willing ally of your choice within 10 meters.
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Surprise Attack

You strike from an unseen or unexpected position, hitting your target's vitals and inflicting a great deal of damage with but a small blade stroke.
Effect
Standard Action
Cost: 1 Focus
Make a weapon attack. If you have Advantage, deal an additional (Skill) d6 damage.
Upgrades
ASSASSIN
1 ChP
Any time you'd make a weapon attack, you can use Surprise Attack ​instead.

HIDDEN BLADE
3 ChP
You can use Surprise Attack for 1 Guile instead of 1 Focus. If you are Hidden, Surprise Attack costs nothing.

KILLER INSTINCT
3 ChP
The damage dice from Surprise Attack increase in size from d6s to d8s
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Tricks of the Trade

Whoever your fighting, whatever the situation calls for, you are able to adapt on the fly and make the most of each opportunity you have to strike.
Effect
Standard Action
Cost: 1 Guile
Make a weapon attack and perform a Trick you know as part of the attack. Pick two Tricks you know when you first acquire this ability:
  • Adder's Bite: the target takes ongoing 1d6 chaos damage at the start of their turn each round (Save ends)
  • Debilitate: Decide whether the target is Slowed or Weakened (Save ends).
  • Dodge: The next attack against you has Disadvantage.
  • Dual Strike: Make a second attack as a free Reaction (0 AP) after this attack is resolved.
  • Mongoose Maneuver: Move (Skill) meters before or after making this attack.
  • Sudden Death: The next action you take after completing this attack has Advantage.
Upgrades
CHICANERY
3 ChP
Pick another two Tricks you know. This Upgrade can be taken up to two times for a cumulative effect.

SLEIGHT OF HAND
5 ChP
You can spend an additional point of Guile when you use Tricks of the Trade to perform two tricks you know as part of the attack.

TRICKSTER
1 ChP
Any time you'd make a weapon attack, you can use Tricks of the Trade ​instead.
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Vanish

Even in plain sight, you can vanish in an instant, finding cover or darkness to conceal your position until the right moment comes to strike or flee.
Effect
Minor Action
Cost: 2 Focus
You become Hidden ​(the difficulty to detect you is equal to your Skill).
Upgrades
PASSING SHADE
2 ChP
Gain 1 Guile when you use Vanish​.

SHADOWSTEP
5 ChP
Teleport up to (Skill) meters when you use Vanish​.

VANISHING ESCAPE
3 ChP
You can use Vanish​ as a Reaction after an attack against you is resolved.

Perks

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Cloak and Dagger

Though armed with a dagger and wrapped in dark leather, shadow is your true armor, secrecy your best weapon.
Effect
Perk
You deal an additional (Skill) DpB while Hidden and equipped with a Finesse weapon.
Upgrades
GHOST IN THE MISTS
5 ChP
When you would lose the Hidden condition, you may spend 1 point of Guile to make a Save; if successful, remain Hidden.

I HATE WHEN HE DOES THAT
3 ChP
Begin or end any Scene you are in Hidden.

ONE WITH THE SHADOWS
4 ChP
You can become Hidden without breaking line of sight, but the Feat to do so is made at Disadvantage.
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Dual Weapon Mastery

You've mastered the art of wielding two weapons at once, striking with both in flawless unity as each weapon acts in perfect harmony with the other.
Effect
Perk
You may consider any one-handed weapon you wield to have the Off-Hand Feature.
Upgrades
DUAL WEAPON VERSATILITY
5 ChP
Hitting an enemy with an Off-Hand weapon grants you a point of Guile.

DUELIST
2 ChP
You have +1 to Combat while equipped with an Off-Hand or Dual Hand weapon.

FLUIDITY
4 ChP
When you miss with a main-hand weapon attack, you can attack with your Off-Hand weapon as a Reaction.
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Fleetness of Wind

While others strike with heavy, plodding blows, you dance across the battlefield like a leaf in the wind, striking with speed and grace.
Effect
Perk
While wearing light or no armor, you gain
​+2 Speed and +1 AP.
Upgrades
LEAF ON THE WIND
2 ChP
While wearing light or no armor and you would provoke an attack or trip a trap while moving, make a Save to avoid triggering the trap/attack.

SWIFTNESS
3 ChP
Increase the bonus Fleetness of Wind gives your Speed by 1. This Upgrade may be purchased up to three times for a cumulative effect.

SUPERIORITY
2 ChP
While wearing light or no armor, you have +2 Defense against creatures you have Advantage on.
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Grease the Wheels

Some people need a little...push before they comply. Whether its a bribe, a threat, or good old-fashioned blackmail, you can be very persuasive.
Effect
Type
Cost: X Focus

You have Advantage on any social Feat where you can bribe, blackmail, or threaten someone into compliance.
Upgrades
CHARMER
2 ChP
You also gain Advantage on social Feats where you can charm or seduce someone into compliance.

READ THE ROOM
2 ChP
Just by looking at a creature, you instantly know whether or not your social interactions with them can be benefitted by Grease the Wheels.

READ THE ROOM
3 ChP
So long as your lies and deceptions aren’t blatantly, obviously false, creatures have Disadvantage to see through them.
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Saboteur

When you decide to ruin something, it is well and truly ruined. When you set this destructive intent on a person, they may as well be dead already.
Effect
Perk
Enemies have Disadvantage on the first Save they make against status conditions you've imposed on them.
Upgrades
CAN'T SHAKE IT
4 ChP
Enemies have Disadvantage on both the first and the second Saves they make to end status conditions you've imposed on them.

EXPOSE WEAKNESS
5 ChP
For each status condition you inflict on an enemy, they gain (Skill) physical Vulnerability until the condition is removed.

HOBBLE
3 ChP
Each status condition you inflict on an enemy reduces their total AP by 1 until the condition is removed.
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Weapon Versatility

While most rogues favor light blades, you are experienced enough to ply your trade using heavier or more exotic weapons.
Effect
Perk
Choose one type of weapon (Axes, Blades, Blunt, Exotic, Polearm, Projectile, or Thrown). Treat any weapon of this type as though it had the Finesse ​Feature.
Upgrades
EXPERTISE
4 ChP
You can spend an additional 2 Guile in the place of Action Points. You can also spend Guile in the place of Action Points any time, not just during your turn.

JACK OF ALL ARMS
3 ChP
Choose a second type of weapon. Treat any weapon of this type as though it had the Finesse Feature.

SCHEMES
2 ChP
You do not lose all Guile at the end of a Scene; you keep all unspent Guile until you finish a rest of any kind.

Rituals

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Appraise Item

You are something of a connoisseur when it comes to items of value. After a few moments of examination, you know everything about an item.
Effect
Extended Action
Cost: 1 Destiny
Take 10 minutes evaluating an item to answer two of the following questions:
  • What does this item do?
  • Who made this item?
  • Who does this item belong to?
  • How valuable is this item?
  • Who might be after this item?
  • Is this item dangerous to use or keep?
Upgrades
EYE FOR DETAIL
2 ChP
You can answer one additional question. You may take this Upgrade up to three times for a cumulative effect.

HAND FOR HAVING
4 ChP
You can't lose an item you've appraised with this ritual and all attempts to steal it are made at Disadvantage.

NOSE FOR VALUE
3 ChP
The total value of an item you appraise using this ritual increases by 10% of its base value.
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Gather Intel

Information is your ply and trade. You are a master at anonymously gathering all the intelligence available on a person.
Effect
Extended Action
Cost: 1 Destiny
After one hour of spying, stalking, scouting, and hitting your contacts up for information on a person, make a Charisma Feat. For each Bump, you can ask one of the following questions (follow-up questions are listed in italics):
  • What are this person's goals? What drives these goals?
  • Who are this person's closest allies and relationships? How can they be used against him?
  • What threat does this person pose to me and my allies? How strong are they?​
Upgrades
NAME
X ChP
Effect

NAME
X ChP
Effect

NAME
X ChP
Effect
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Master of Disguise

The disguises you wear are perfect; you can become practically anyone, given a little time to prepare for the role.
Effect
Extended Action
Cost: 1 Destiny
Name a person you wish to imitate (you must have at least some cursory knowledge of this person or have met them face to face) and make a Skill Feat. It takes one hour to don your disguise. For each Bump, choose one of the following:
  • You perfectly imitate this person's gait, voice, and mannerisms
  • Your disguise is the spitting image of this person
  • Unless someone is actively looking for you, they won't be able to penetrate your disguise
  • You don this disguise in 10 minutes
  • Those who would attempt to penetrate your disguise must do so with Disadvantage
Upgrades
DEFT ESCAPE
2 ChP
If your disguise is involuntarily removed or seen through, you can immediately spend up to (Skill) AP on any Actions your capable of.

SHIFTING FORM
4 ChP
You can use this ritual to change genders and grow or shrink up to 1 size category.

TOKEN
1 ChP
If you have something that belongs to the person you're attempting to imitate, the Skill Feat made to don your disguise has Advantage.
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Mix Poison

While you may or may not be an actual alchemist, you are able to mix deadly poisons using common and on-hand materials.
Effect
Extended Action
Cost: 1 Destiny
You spend up to one hour making the best poison you can from on-hand materials; make a Skill Feat with +1 for every 15 minutes you spend preparing your poison. For each Bump, gain 1 Poison Point with which to craft the perfect brew:
1 Poison Point
  • The poison works within one minute of contact
  • The poison knocks the victim out for up to 1 hour (they may still Save while unconscious)
  • The poison causes intense pain (Disadvantage on the first Feat they make each turn) for up to 1 hour
  • The poison causes internal distress, forcing the target to use the bathroom every few minutes
  • The victim is Slowed, Weakened, or Silenced (Save ends)
2 Poison Points
  • The poison is clear, odorless, and tasteless; the Difficulty to detect it is equal to your Skill rating
  • The poison works on contact with skin; it doesn't need to be ingested or applied to a weapon
  • The poison makes the victim loopy and open to hypnotic suggestion (everyone has Advantage on social Feats against them)
  • The poison makes the target tell the truth (to the best of their ability) when questioned
  • ​The victim is Blinded, Staggered, or Terrified (Save ends)
3 Poison Points
  • The poison is an aerosol; every creature within 20 meters of where it is released must Save or be affected
  • The poison totally paralyzes the victim for up to 15 minutes, completely numbing their body while leaving them conscious
  • The poison inflicts a Trauma of your choice (which does not instantly kill them)
  • The victim must Save every minute for 10 minutes. Each failed Save results in the loss of 1 Resolve; at 0 Resolve, they die in agony​
Unless otherwise stated, the effects of a poison made in this manner wear off after about ten minutes.
Upgrades
CHEMIST
2 ChP
You have Advantage on the Skill Feat made as part of this ritual.

DEADLY POISONS
4 ChP
Each Bump you roll grants you an additional Poison Point with which to craft your custom brew.

FURTHER STUDY
1 ChP
Gain Proficiency in Alchemy.
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Pick Locks, Disarm Traps

No lock can keep you out, no trap can trip you up. With your handy set of tools, you can get through any security measure given enough time.
Effect
Extended Action
Cost: 1 Destiny
You can pick any mundane lock and disarm any mundane trap. Multiply the Difficulty of the lock/trap by 5; this is how many minutes it takes you to bypass the obstacle silently, safely, and with guaranteed success.
Upgrades
ARCANE LOCKSMITH
4 ChP
You can pick magical locks and disarm magical traps and seals using this ritual, so long as they have a physical element you can interact with. Multiply the Difficulty to disarm the lock/trap by 10; this is how long it takes you to bypass the obstacle using this ritual.

QUICK MIND
3 ChP
It takes you half as long to bypass a lock or trap using this ritual.

STEADY HANDS
3 ChP
Make a Skill feat when you begin this ritual to reduce the target lock/trap's Difficulty by 1 for each Bump you roll.
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Underworld Connections

Whatever city or situation you find yourself in, chances are you know someone who can lend a hand, though there may be...complications.
Effect
Extended Action
Cost: 1 Destiny
You know just the person who can help. Describe an NPC to the party (it does not have to be someone they know) and spend an hour tracking them down. Pick one benefit they offer from the left column. The GM picks one complication from the right column.
​

Is really, really good at ________

Knows everything about ________

Has unlimited access to________
​

Knows a way to________ safely
Is in trouble with the law

Has fallen deathly ill

Holds a grudge against you

Wants to be paid. A lot. Up front.

Upgrades
FRIENDSHIP IS RARE
2 ChP
Despite your history or the complication selected, the person you find with this ritual genuinely wants to help you.

OTHER CONNECTIONS
1 ChP
If you don't like what the GM picks from the right column, you can spend another hour finding someone else with the same qualifications and a different complication at no additional cost.

WORTH THE PRICE
3 ChP
Pick an additional benefit from the left column.
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  • Main
  • Sphere
    • How to Play >
      • Game Flow
      • Actions
      • Task Resolution
      • Your Character Sheet
      • Combat
      • Movement
      • Health and Status
      • Destiny
      • Running the Game
    • Setting
    • Worlds >
      • Arcadia >
        • Mara
      • Helios
      • Thera
    • Character >
      • Race
      • Arcanum
      • The Mystery >
        • Rotes
        • Abjuration
        • Animancy
        • Artifice
        • Augury
        • Confluence
        • Conjuration
        • Ecologism
        • Glamour
        • Thaumaturgy
        • Transmutation
      • Features
      • Background
      • Assets
      • BASIC and Stats
      • Character Growth >
        • Keys
    • Wonders Great and Small >
      • Armaments
      • Supplies
      • Services
      • Wonders
      • Real Estate
    • Adventure >
      • The Journey
      • Encounters
      • NPCs
      • Monsters
      • Other Dangers >
        • Disease
      • Rewards
  • Madness
  • Dungeon Storm
  • R3L1C