Rogue
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?
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Key Ability
Rogue's Guile
Perk
After you hit with a weapon attack using a Light Melee or Light Range weapon, gain a point of Guile. Guile resets to 0 when you take a rest of any kind. You can spend Guile one of the following ways, learning a new way at Levels 5, 10, 15, and 20:
Perk
After you hit with a weapon attack using a Light Melee or Light Range weapon, gain a point of Guile. Guile resets to 0 when you take a rest of any kind. You can spend Guile one of the following ways, learning a new way at Levels 5, 10, 15, and 20:
- Ambush: Spend up to (Power) Guile when you hit with an attack and have Advantage against the target to deal +1d6 damage per Guile spent.
- Dash: Spend 1 Guile to move (Speed) yards as a Minor Action.
- Deadly Flourish: Spend 1 Guile to make a weapon attack as a Minor Action.
- Debilitate: Spend 1 Guile when you hit to Silence, Slow, or Weaken the target (Save ends).
- Deft Maneuver: Spend 1 Guile as a Free Action to gain Advantage on your next roll (this does not count as having Advantage against the target for the purpose of effects that key off having Advantage).
- Vanish: Spend 1 Guile as a Minor Action to become Hidden.
Rogue Schema
A Rogue draws their power from years of training and may learn any Rogue or Martial Schema.
Adder's Bite
Action - 1 Focus
Make a weapon attack. If you hit, the target takes (Power) Ongoing Damage (Save ends).
Action - 1 Focus
Make a weapon attack. If you hit, the target takes (Power) Ongoing Damage (Save ends).
- Rank 2: After the Ongoing Damage effect of Adder's Bite ends, the target is Weakened (Save ends)
- Rank 3: While Weakened because of Adder's Bite, the target is Slowed.
- Rank 4: While suffering from any of the effects of Adder's Bite, the target has Vulnerability equal to your Power.
- Rank 5: After ending the Weakened/Slowed effect from Adder's Bite, the target goes back to taking Ongoing Damage from it. These two effects alternate between one another until the Scene ends or the target is reduced to 0 HP.
Leaf on the Wind
Action
Make a weapon attack. Whether you hit or miss, the next attack made against you before your next turn starts has Disadvantage.
Action
Make a weapon attack. Whether you hit or miss, the next attack made against you before your next turn starts has Disadvantage.
- Rank 2: You may move up to (Power) yards before or after you make this attack. You may jump for the entirety of or any portion of this movement.
- Rank 3: If the next attack to target you (before your next turn starts) fails to hit, you may become Hidden.
- Rank 4: You may pay 1 Focus to use Leaf on the Wind as an Interrupt when you are attacked (the triggering attack counts as the next attack to target you).
- Rank 5: Double the distance you can move with Leaf on the Wind - you may teleport for this movement.
Misdirection
Minor Action - 1 Prowess
An enemy within 10 yards of you Fixates on you or a willing ally you both have line of sight to until the start of your next turn.
Minor Action - 1 Prowess
An enemy within 10 yards of you Fixates on you or a willing ally you both have line of sight to until the start of your next turn.
- Rank 2: Until the start of your next turn, all Counters against the target enemy have Advantage.
- Rank 3: You may become Hidden after using Misdirection so long as no enemies are Fixated on you.
- Rank 4: Target ally gains an additional Action during their next turn.
- Rank 5: Until the start of your next turn, the enemy target of Misdirection must Save each time they are hit. Each failed Save causes them to be Slowed, then Staggered, then Stunned (in that order) (Save ends each).
Sleight of Hand
Minor Action - 1 Focus
Gain 1d6 Guile
Minor Action - 1 Focus
Gain 1d6 Guile
- Rank 2: The next Counter you make has Advantage.
- Rank 3: Gain an extra 1d6 Guile when you use Sleight of Hand.
- Rank 4: When you use Sleight of Hand, you may Save to end a negative status condition affecting you, even one a Save couldn't normally end.
- Rank 5: Gain an extra 1d6 Guile when you use Sleight of Hand.
Takedown
Action - 1 Focus
Make a weapon attack and deal an additional (Power)d6 damage, plus another (Power)d6 damage if you have Advantage against the target.
Action - 1 Focus
Make a weapon attack and deal an additional (Power)d6 damage, plus another (Power)d6 damage if you have Advantage against the target.
- Rank 2: For each negative status condition affecting the enemy, deal an additional 1d6 damage with Takedown.
- Rank 3: When targeted by Takedown, the target must Save or become Silenced (Save ends). This effect occurs before you actually make the attack roll.
- Rank 4: You may use Takedown as a Minor Action while Hidden.
- Rank 5: If Takedown reduces the target to 0 HP, take another Action this turn.
Tumble
Action - 1 Focus
Move (Speed + Power) yards. You can move through spaces occupied by enemies and ignore Rough Terrain during this movement.
Action - 1 Focus
Move (Speed + Power) yards. You can move through spaces occupied by enemies and ignore Rough Terrain during this movement.
- Rank 2: You may jump for the entirety or at any point during this movement.
- Rank 3: You can't be attacked or damaged while using Tumble (but you can be once you stop moving).
- Rank 4: Until your next turn starts, gain Advantage against one enemy you end Tumble adjacent to.
- Rank 5: You may use Tumble as a Reaction any time an adjacent enemy voluntarily moves further away from you. When you do, the triggering creature must Save or become Slowed (Save ends).
Rogue Perks
Agile Movement
Attacks provoked by a movement you make always have Disadvantage to hit you.
Attacks provoked by a movement you make always have Disadvantage to hit you.
Cloak & Dagger
While wielding a Light Melee or Light Range weapon, you have a +(Power) bonus to Combat rolls against enemies you have Advantage on.
While wielding a Light Melee or Light Range weapon, you have a +(Power) bonus to Combat rolls against enemies you have Advantage on.
Exploit Weakness
You deal an additional (Power) damage to an enemy for each negative status condition they are suffering from.
You deal an additional (Power) damage to an enemy for each negative status condition they are suffering from.
Kiting
Once per round when you move, you may pull an enemy within 10 yards of you up to (Power) yards closer to you. They will not pass through obvious hazards or traps in this manner.
Once per round when you move, you may pull an enemy within 10 yards of you up to (Power) yards closer to you. They will not pass through obvious hazards or traps in this manner.
Passing Shade
Begin or end any Scene you are in Hidden.
Begin or end any Scene you are in Hidden.
Versatile Weaponry
Any of your Perks or abilities that require or key off using Light weapons will also work with General weapons.
Any of your Perks or abilities that require or key off using Light weapons will also work with General weapons.
Rituals
Apply Poison
In a span of 10 minutes, you apply a vial of poison to a weapon or piece of food or drink. Poisoned weapons inflict the poison's effect on the next creature they hit. Poisoned food inflicts the poison's effect on whoever ingests it. Only mystical means of detecting poisons can reveal the danger of a weapon or food you've poisoned.
In a span of 10 minutes, you apply a vial of poison to a weapon or piece of food or drink. Poisoned weapons inflict the poison's effect on the next creature they hit. Poisoned food inflicts the poison's effect on whoever ingests it. Only mystical means of detecting poisons can reveal the danger of a weapon or food you've poisoned.
Appraise Item
Spend 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?
Spend 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?
Camouflage
Spend an hour applying a disguise that will hide you in an environment of your choosing (forest, plains, desert, urban, etc.). While camouflaged, you have Advantage on Feats made to hide and do not need to break line of sight in order to hide.
Spend an hour applying a disguise that will hide you in an environment of your choosing (forest, plains, desert, urban, etc.). While camouflaged, you have Advantage on Feats made to hide and do not need to break line of sight in order to hide.
Disguise
Spend an hour applying a disguise that will make you look exactly like another character you have met or had a chance to study. You have Advantage on Feats made to imitate this person. There is no non-mystical way to see through your disguise. Your disguise will never give you away (though your actions or lack of knowledge might).
Spend an hour applying a disguise that will make you look exactly like another character you have met or had a chance to study. You have Advantage on Feats made to imitate this person. There is no non-mystical way to see through your disguise. Your disguise will never give you away (though your actions or lack of knowledge might).
I Know a Guy
You know just the person who can help. Describe an NPC to the party (it does not have to be one they know) and spend an hour finding and recruiting them. Pick one benefit they offer from the left column. The GM picks one complication from the right column.
You know just the person who can help. Describe an NPC to the party (it does not have to be one they know) and spend an hour finding and recruiting them. 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 |
Wants to be paid. A lot. Up front.
Is in trouble with the law. Has fallen very, very ill. Holds a grudge against you. |
Pick Locks, Disarm Traps
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.
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.
Plan the Heist
Spend up to 1 hour planning your strategy for the next Scene. For every 15 minutes you spend planning, one ally gains Advantage on the first Feat they make during the next Scene.
Spend up to 1 hour planning your strategy for the next Scene. For every 15 minutes you spend planning, one ally gains Advantage on the first Feat they make during the next Scene.
Word on the Street
When in an area populated by mortals, you may spend an hour digging up information by researching, asking around, and otherwise gathering intel. Once you've completed your investigation, you may ask the GM up to three questions relevant to the area you're in which he will answer truthfully.
When in an area populated by mortals, you may spend an hour digging up information by researching, asking around, and otherwise gathering intel. Once you've completed your investigation, you may ask the GM up to three questions relevant to the area you're in which he will answer truthfully.