Fantasy Class: Rogue (System)

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

fantasy-rogue