Rogues draw their power from their own skill and wit. They have a variety of talents, though they often abhor the glorious combat that Fighters and Barbarians crave. Their fighting style is more backhanded, as they generally do what it takes to win. They also prefer a more subtle approach, including bypassing defenses, charming and distracting foes, and avoiding damage overall. Rogues more often than not stick to dual-wielding or ranging, and focus more on Stealth above all else. Skilled rogues also favor Software and Survival, where some prefer to rely on Deception and Persuasion to get them through social situations.
| Lvl | Cell | Ability | Cost | Rules |
|---|---|---|---|---|
| 2 | A2 | Dagger Trained | Passive | Passive. You gain +3 Bonus Light Attack while using daggers. Upgrades:
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| 2 | B2 | Cheap Shot | X | X actions. You attack a target within range, applying a random effect on them. Roll 1d6: 1-2: You deal 1W damage to the target, who cannot use more than 1 Move action per turn. Lasts 4 turns. 3-4: You blind the target. They cannot use their Reflex, and actions that require vision take a -10 penalty. Lasts 3 turns. 5-6: You steal the target's weapon. You may then choose to wield it as your own or toss it up to 2 spaces away. If you wield it, whatever weapon you were wielding previously instantly goes back into your inventory. Finesse Attack vs Fortitude. |
| 2 | C2 | Apply Poison | Passive | Passive. You gain +10 Bonus Weapons/Tools Crafting while applying poison to weapons. Weapons/Tools Crafting. |
| 3 | A3 | Dagger Prowess | Passive | Passive. You deal +1d4 damage with daggers. Upgrades:
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| 3 | B3 | Flank | Passive | Passive. As long as a target is not focused on you, they have half Fortitude against your attacks. Upgrades:
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| 3 | C3 | Uncanny Dodge | Reactive | Reaction. If an attack successfully hits you, you may choose to take half the damage (before applying Armor). |
| 4 | A4 | Shadowblade | Passive | Passive. If you are in Stealth, and unsuccessfully attack with a dagger, you may remain in Stealth. Upgrades:
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| 4 | B4 | Interrupt | 3 act | 3 actions. Deal 1d4 damage to an adjacent target, who cannot cast spells for 4 turns. If the target is casting a spell, this can be used as a Reaction. Acrobatics vs Fortitude. |
| 4 | C4 | Assassinate | X | X actions. Must be in Stealth. You use your weapon to finish off a target within reach. The d20 roll needed to pull off this move is (Enemy Current HP / 2) + (Enemy Fortitude). Weapon vs Fortitude. |
| 5 | A5 | Flying Daggers | Passive | Passive. You may use your Light Attack instead of Ranged Attack to throw daggers, up to a range of 10 spaces. Light Attack vs Reflex. |
| 5 | B5 | Sap | 3 act | 3 Actions. Must be in Stealth. You paralyze an adjacent target, preventing them from moving, speaking, or attacking for 8 turns. If the target is attacked while Sapped, the effect ends immediately. Using this ability will not take you out of Stealth. Finesse Attack vs Will. |
| 5 | C5 | Surprise Strike | Reactive | Reaction. If youโve made a successful attack โ or two successful attacks when dual-wielding โ you can add an extra attack for 1W damage. Weapon vs Fortitude. |
| 6 | A6 | Cutthroat | Passive | Passive. Attacks with a dagger will always bypass 2 Armor. Upgrades:
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| 6 | B6 | Evade | 5 act | 5 Actions. You gain +7 to Reflex for 3 turns. Reflex. |
| 6 | C6 | Retaliate | Reactive | Reaction. Must be dual-wielding. You may add up to 4 of your Reflex to your Fortitude. If an attack misses you due to your Fortitude, you can retaliate for 1W damage. Weapon vs Fortitude. |
| 7 | A7 | Dagger Supremacy | Passive | Passive. Attacks made with a dagger get a critical hit on a roll of 18-20. Upgrades:
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| 7 | B7 | Off Guard | X | X actions. This attack must surpass the target's Fortitude and Reflex. Deals 1W damage to a target next to you and removes their armor. The armor remains undamaged, but no longer benefits the target. Finesse Attack vs Fortitude + Reflex. |
| 7 | C7 | Hit And Run | X | X actions. Deals 2W damage to a target within reach. If this attack kills that target, you are granted an extra turn and this ability is refreshed. The effect continues until your attack does not kill a target. Weapon vs Fortitude. |
| Lvl | Cell | Ability | Cost | Rules |
|---|---|---|---|---|
| 1 | E1 | Sneak Attack | X | X Actions. You attack a target within reach for 3W damage. Must be in Stealth. Weapon vs Fortitude. |
| 2 | E2 | Sneak | Passive | Passive. You gain +3 Bonus Stealth, as well as critical success on a roll of 19-20, when moving around enemies. Stealth vs Detection. Upgrades:
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| 2 | F2 | Master Thief | Passive | Passive. When lockpicking, you gain +3 Bonus Hardware: Machinery, and get a critical success on a roll of 19-20. Upgrades:
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| 3 | E3 | Caltrops | 12 act | 12 actions. Creates 10 makeshift caltrops that you can use as traps. When stepped on, each caltrop deals 1d4 damage (bypassing armor) and is destroyed. Weapon/Tools Crafting vs Fortitude. Upgrades:
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| 3 | F3 | Sleight Of Hand | Passive | Passive. You gain +3 Bonus Stealth, and a critical chance of 19-20, when pickpocketing a target next to you. Upgrades:
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| 4 | E4 | Disable Trap | Passive | Passive. When disabling traps, you gain +3 Bonus Hardware: Weaponry, and get a critical success on a roll of 19-20. Upgrades:
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| 4 | F4 | Hacker | Passive | Passive. When hacking into a device, You gain +3 Bonus Software, and get a critical success on a roll of 19-20. Upgrades:
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| 5 | E5 | Trap Sense | Passive | Passive. When searching for traps, You gain +3 Bonus Detection, and get a critical success on a roll of 19-20. Upgrades:
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| 5 | F5 | Shadowstepper | Passive | Passive. While you are in Stealth, you gain +2 Move actions. Upgrades:
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| 6 | E6 | Vanish | 6 act | 6 actions. You become entirely undetectable, even by magical means. You are treated as out of combat, and nobody can see you during this time. If you move in any way, the effect ends immediately. Lasts until you move. Stealth vs Detection. |
| 6 | F6 | Thief's Mobility | Passive | Passive. Your Climbing, Jumping, and Swimming speed is equal to 1/2 your Acrobatics roll (rounded down). Acrobatics. |
| Lvl | Cell | Ability | Cost | Rules |
|---|---|---|---|---|
| 2 | H2 | Street Talk | X | X actions. Use your urban skills to send a secret message, get an audience with someone of a higher class, learn what the word on the street is, etc. Persuasion vs Will. |
| 2 | I2 | Disengage | 4 act | 4 actions. Deal Deception damage to a target within 3 spaces and make them lose their focus on you. Lasts 1 turn. Deception vs Reflex. Upgrades:
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| 3 | H3 | Magical Literacy | Passive | Passive. You can use your Linguistics instead of Enchantments when using a magical device like sigils, scrolls or tomes. |
| 3 | I3 | Misdirection | Reactive | Reaction. If an enemy attacks you, you may trick them into attacking one of your allies instead. That ally must also be within range of the attack. Deception vs Will. |
| 4 | H4 | Disguise | 12 act | 12 actions. You disguise yourself as a new person, with looks, personality, and skills of your choice. You may add your Perform to your Deception rolls to uphold the disguise. The more different this new person is from your own character, the higher the difficulty of maintaining the disguise. Lasts until you are discovered. Perform vs Insight. |
| 4 | I4 | Slippery Mind | Passive | Passive. You may now use your Deception score instead of your Will. |
| 5 | H5 | Bribe | 4 act | 4 actions. You lose a certain amount of money to an adjacent target. In return, the target will not attack you for the remainder of the battle. Amount of money lost depends on the target. This can only be used on a target that has an understanding of money. Persuasion vs Will. |
| 5 | I5 | Make Your Own Luck | 5 act | 5 actions. Tips the odds in your favor for 5 turns. During this time, you and all your allies have +2 to all d20 rolls, and all enemies have -2 to all d20 rolls. Persuasion vs Will. |