The Rogue Class
A character with the rogue class is adept at larceny and infiltration
and typically makes a living by fencing stolen loot gained from pickpocketing
and housebreaking. Most rogues choose subtlety and treachery over
direct combat to gain illicit loot. A few rogues, however, have turned
their illicit talents to violent ends and taken up banditry or even
assassination as means of making ends meet.
Rogue Gimmicks
Thief Senses (6GP/0PP/A)
By spending a full turn to visually scan a small area (up to about
a 20’ x 20’ area, such as a living room or a king’s
burial chamber), you automatically detect all items of significant
value therein and learn whether or not the area contains traps (including
trapdoors, concealed panels, and so forth). If there are characters
in the area of your scan, you also detect valuable items and traps
on them. Spending additional turns on this action allows you to detect
valuable items and traps over larger areas.
If the area contains valuable items, you learn the approximate monetary
value of each item. However, this gimmick detects only those valuables
that you can discover through a visual search. Thus, objects hidden
inside a character’s coat pocket or within a treasure chest would
not be detected (though the coat or chest might be detected if either
had a high monetary value). Furthermore, this gimmick does not distinguish
between real and fake items when assessing monetary values. Thus, a
fake golden necklace will project the value of a real gold necklace
until it is actually examined and appraised.
If the area contains traps, you automatically detect the traps and
learn how the traps are triggered and what effects they create. Depending
on the way in which a trap is triggered, you may be able to bypass
the trap simply by avoiding its triggering mechanism. Other traps,
however, must be disarmed before you can safely gain access to an object
or move through the area.
Prerequisite: None
Advanced Dodge (4GP/3PP/A)
Activate this gimmick when you attempt to dodge an incoming attack.
You gain a +2 bonus to your Dodge Defense Total. You must be able to
move with complete freedom to use this gimmick. You must activate this
gimmick before the attacker announces the Final Total of his attack
roll.
Prerequisites: Thief Senses, Rogue 3
Catlike Grace (3GP/1PP/R)
For the remainder of the round, you gain a +3 bonus to all ability
checks regarding climbing and balance (these are typically Reflexes
checks). By spending 1 Pool Point at the beginning of each turn, you
continue to receive this bonus for another round. If you stop spending
these Pool Points, however, the bonus ends at the beginning of your
turn and you must activate this gimmick again to regain the bonus.
Prerequisites: Thief Senses, Rogue 3
Unlock (3GP/1PP/S)
Place your hand against a locked door or item to learn how many locks
are on the item and automatically unlock one of its locks (your choice)
without having to roll a Rogue check. You can use this ability multiple
times on an item to unlock multiple locks. Each use of this gimmick
takes up your full turn. Note that this gimmick does not affect items
that are held in place by force (such as a door barred by a stack of
crates). Furthermore, if the item is trapped, the trap operates normally
unless it has been disarmed.
Prerequisite: Thief Senses, Rogue 3
Swipe (4GP+/3PP/R)
For the remainder of the round, you gain a +3 bonus to the Rogue checks
you roll to pick pockets, palm items, and place items without attracting
attention. By spending 1 Pool Point at the beginning of each turn,
you continue to receive this bonus for another round. If you stop spending
these Pool Points, however, the bonus ends at the beginning of your
turn and you must activate this gimmick again to regain the bonus.
You may also use to steal an item from or place an item on an opponent
in combat. Activate this gimmick and perform a brawling or melee attack
against a single opponent. If the attack strikes, it does not inflict
damage; instead, you steal one unequipped item of your choice from
the opponent. Alternatively, you may place a small object (size one
or smaller) on an opponent. If you steal an item, the opponent immediately
notices the theft. If you place an object, however, the opponent does
not get a chance to notice. You must be able to visually detect the
item on the opponent in order to be able to steal it; otherwise, the
Narrator randomly chooses the item that you swipe (from, say, the opponent’s
pocket or backpack) when you use this attack. Using this gimmick to
steal an item during combat takes up your full turn.
By spending an additional 3 GP on this gimmick beyond its initial cost,
your Rogue check bonus increases to +5 and your swipe attack inflicts
normal damage in addition to stealing one unequipped item.
Prerequisites: Two Rogue gimmicks, Rogue 4
Stealth Mantle (5GP/3PP/R)
For the remainder of the scene, you become much more difficult for
others to detect with their senses. While this gimmick is active, your
body and gear (within reason) become able to change color to mimic
the appearance of your surroundings, the noise you make when you move
is greatly muted, and you give off (and leave) no discernable scent.
When you remain perfectly still, you gain a +5 bonus to all Stealth
checks involving hiding and sneaking and reduce the range at which
others can visually detect and identify you to one-tenth normal.
By moving slowly, you receive reduced benefits from this gimmick. While
moving up to half your Normal Move per turn, you receive a +2 bonus
to Stealth checks involving hiding and sneaking and the range at which
others can visually detect and identify you is reduced to one-fourth
normal. Moving rapidly, however, prevents this gimmick from operating
normally; if you move faster than half your Normal Move, if you perform
an attack, or if you attempt to defend yourself, this gimmick immediately
ends.
Prerequisites: Two Rogue gimmicks, Rogue 4
Avoid Trap (5GP/3PP/S)
Automatically disable and bypass a single trap that you have detected
within 10’ without having to roll a Rogue check. For the next
three rounds, the trap will not function. After this time, the trap
becomes functional again unless it was disarmed or destroyed in the
meantime. Using this gimmick takes up your entire turn.
Prerequisite: Three Rogue gimmicks, Rogue 5
Cheap Shot (5GP+/0PP/A)
Perform a sneak attack against one opponent. If the attack is successful,
it inflicts an additional 1d6 damage. By spending an additional 2 GP
on this gimmick, your additional sneak attack damage increases to 2d6.
This gimmick may also be used in the midst of combat. When a nearby
opponent is successfully damaged by an attack, on your very next turn,
you may perform a cheap shot attack against that opponent with a +2
bonus to strike. This attack takes up your full turn. You must perform
this attack on your very next turn and you must be able to get within
attack range of the opponent or you lose the cheap shot opportunity.
If this attack strikes, it gains the additional sneak attack damage
described in the paragraph above.
Prerequisite: Three Rogue gimmicks, Rogue 5
Ransack (10GP/10PP/R/Sentai)
For the next three rounds, you become a whirlwind of thievery and can
strip huge areas of their valuables in the blink of an eye without
hindering your ability to take other actions that turn. While this
gimmick is active, you automatically detect all valuable items and
traps within a 10’ radius, traps cease to function while they
are within this area, and you can open any and all locked items within
the area instantly, as an act of will. You may grab and pocket all
unsecured, unequipped items within the area as an instant action, even
while running at a full sprint, engaging in combat, or even pickpocketing
others. While this gimmick is active, you can carry up to three times
your carrying capacity in loot without suffering a penalty to your
MR.
Prerequisite: Five Rogue gimmicks, Rogue 6
