(Christopher Loh)

Rogue A : Strength, Reflexes, Intelligence, Psychic Talent and looks, roll 3d6 for each (Reflex must be at least 12, Intelligence must be at least 9) B: Health Points : roll 1d6 + 5
E: Basic EVASION 5
G: Initially equipped with Hardened Leather Armour, backpack, Sword, Crossbow, case containing 5 quarrels, miscellaneous equipment
H: Stats improved as Assassin with the following exception. +1 Evasion at 4th, 8th and 12th instead of the normal progression of Assassin.
He suffers the same armor penalty like an Assassin

The special abilities of Rogue
Rogues are trained to use stealth and cunning to achieve their objectives. The abilities are:
  • Combat techniques
  • Stealth
  • Backstab
  • Inner Sense
  • Alchemical techniques
  • Climbing
  • Disguise
  • Pilfer
  • Picklock
  • Track
  • Read Languages
  • Use scrolls
  • Languages and Learning (Initial idea by Wayne and Brother Spencelayh)
Skills of the Mighty: As below Stealth
  • Uncanny Dodge
  • Evasion
  • Sneak Attack
  • Inner Sense
  • Climbing
  • Jumping
  • Breakfall
  • Disguise
  • Pilfer
  • Picklock
  • Read Languages
  • Use scrolls
Uncanny Dodge While the Rogue may not be able to hold the ground as well when compared to the knights or barbarians, they excel in dodging and weaving in between opponents who are flanking him. At level 2, he receive a +1 to the defence when being attacked by 2 or more opponents. However the defence that is being deployed to any single opponent cannot be higher than his original defence before the bonus. E.g. Alron the Rogue who has a defence of 10 is being attacked by 2 knights. He will split his defence between the 2 as if his defence is 11. However the maximum number for defence he can allocate against any single opponent is 10 and not 11. The bonus will further increase to +3 in level 4. This technique can only be used when the rogue is not being caught in surprise or held helpless. At the same time, he must be wearing studded armour leather and below.

Evasion At 2nd level and above, the rogue is able to minimize the damage dealt to him from traps and spells, which are avoidable with a successful evasion roll. The damage is reduced by half the level of the rogue. Regardless of the damage reduction, the rogue will still take a minimum of at least 1 hp for a failed roll. Example, a 10th level Rogue Alron is the unfortunate target of Mystic Blast. The damage rolled is 15hp. After deducting the value of the Armour Factor (3 for +1 studded armour), the damage is supposed to be 12hp. However as Alron has evasion, the final damage to the Alron will be 7hp (12-5). This technique can only be used when the rogue is not being caught in surprise or held helpless. At the same time, he must be wearing studded armour leather and below.

Sneak Attack A rogue who is able to move within 3m of an enemy without being noticed is able to make a sneak attack using melee weapon. If he is using crossbow or bow, he will need to move within 10m for it to be considered as an sneak attack. The effect of this is automatic surprise (1 free round for the rogue). At 1st level, the rogue will receive a +1 to both Attack and Damage to the first blow. At 3rd level, the bonus will increase to +2. At 5th level, it will be +3 and so on. At level 1, the rogue can use a dagger, crossbow or bow to execute the sneak attack. At level 5, the rogue is skillful enough to use a shortsword for sneak attack. Other weapons cannot be used for backstab either due to size (e.g. 2handed sword) or being a bludgeoning weapon (e,g. quarterstaff, sling). The weapon that is used for backstabbing must be a small and piercing weapon. GM is free to allow other weapons if he so wishes.

Inner Sense They are able to sense the presence of the trap within 3m similar to an assassin (Psychic talent under d20). GM makes the roll for obvious reasons. Rogue are better than Assassin in trap detection.

Climbing A 1st level rogue is able to subtract half his rank from the difficulty factor of the climb. At 5th level, he will subtract his rank from the difficulty factor of the climb. With experience, a rogue can be better than Assassin in climbing.

Jumping At 1st level, The Rogue is able to leap up to scale any obstacle below 3m in height, given at least 5m as a run-up. This technique can only be used when the rogue is wearing studded armour leather and below. Rogue and Assassin are on par regarding the jumping skill.

Breakfall At 3rd level, the Rogue can fall up to 6m without any injury. At 7th level, he can fall up to 12m safely. At 12th level, the master Rogue can fall up to 18m without any injury. This technique can only be used when the rogue is wearing studded armour leather and below.

Disguise At 1st level, the Rogue is able to disguise himself like the Assassin. A regular stealth roll (without the usual modifier) is required every 10 minutes to keep up with the disguise. He cannot mimic a specific individual, but can simulate the appearance and mannerisms of a type. He suffers a -4 to the roll. Apparently Assassin are better in disguise than Rogues.

Pilfer A Rogue can attempt to pilfer small items like an Assassin. The attempt is handled as a normal Stealth vs Perception roll with a handicap of -4 to the Rogue. At 6th level, the handicap to Stealth is being reduced to -2. With experience, a rogue can be better than Assassin in Pilfering.

Pick Lock A Rogue can pick lock similar to an Assassin. The chances are as follow.
Rank Chance
1 5/20
2 6/20
3 6/20
4 7/20
5 7/20
6 8/20
7 9/20
8 10/20
9 11/20
10 13/20
11 15/20
12 18/20 (Maximum)
Intelligence 16 or above + 1/20
Reflex 16 or above +2/20
A roll is being made by GM to determine at the start whether the lock can be open. The rogue will need to roll every round to determine whether he succeeds or find out that it is beyond him. Rogues are better than Assassin in lock picking

Read Languages At 2nd level, a Rogue has enough exposure to have a chance to understand the basic meaning of an unknown non-magical language. For every level, the rogue has a 1/20 chance. Thus a 2nd level rogue will have a 2/20 chance to understand the language. However there is also a chance that the understanding is flawed and a wrong interpretation is concluded. On a roll of 18-20, the Rogue misinterprets the meaning. At level 5, the Rogue will only misinterpret at a roll of 19-20. At level 10, the Rogue will only misinterpret at a roll of 20. The level of understanding is around 5%/level. This means that a level 10 Rogue will be able to understand around 50% of the meaning in the writing. It is important to note that the understanding is more of a once-off thing. Subsequent encounter with writing of the same language still require the roll. It is not suppose to replace true literacy in the language, rather it is suppose to simulate the odds and ends information that the Rogue picks up along the way.

Use Scroll At 5th level, a Rogue is able to use a scroll like a sorcerer. However the rogue is only able to read the scroll if it is 2 levels lower. E.g. a 5th level Rogue is able to read the scroll of up to 3rd level. The Rogue will only know what is the spell being inscribed on the scroll if he is 3 levels higher than the level of spell inscribed. For example, a 6th level Rogue will know the spell if it is a 3rd level and below. As the understanding of a Rogue on magical writings is not perfect, there is a 5/20 chance that the scroll backfires, malfunction and etc.

Skills of the Mighty A Rogue of 8th level may select anyone of these skills at 8th rank or higher. He may select any one of these skills each time he attains a new rank. With the exception of slippery mind and crippling strike, all the technique can only be used when the rogue is not being caught in surprise or held helpless. At the same time, he must be wearing studded armour leather and below.

Crippling Strike A rogue who successfully damages the opponent with sneak attack will render the target weaken (similar to Sorcerer level 1 spell Bk 2 pg 23). This will cause the victim to lose 2 points from his attack and inflict 1 less point from his damage until the effect expires on a roll of 20 on 1d20. The effect does not stack if another sorcerer cast weaken on the same opponent.

Disarm Technique This skills comes into effect when a sword blow is aimed at the rogue and the attacker rolls a 20. The rogue then rolls 2d4, If it is higher than enemy rank(or rank equivalent), then the sword is wrenched from the latter’s hand and flung 1m away. The skill can be taken a maximum of 4 times. The second the rogue takes the skill, the roll will be made at 2d6. The third time, it will be made at 3d4. The fourth time, it will be 3d6. If the rogue takes the opportunist skill as well, he will get to disarm and make an opportunistic attack at the same time.

Improve Evasion Instead of reducing the damage by 1 point for every level, now the rogue will be able to reduce the damage by 2 points for every 3 level.

Opportunist The skill comes into effect when a blow is being aimed at the rogue and the attacker scores a 20 for his hit roll (always a miss). The rogue will get a bonus attack against the attacker (which must be resolved immediately like a normal attack). Even if the Rogue is wielding two weapons (Main Guache), he can only attack once.

Main Guache This skill enable the character to fight with two weapons simultaneously. When the rogue takes this skill, he is able to use the dagger as an offhand weapon. He need to decide at the start of every combat round which of these options he is using that round. i) Add 1 to defence, ii) Strike with both weapons. The rogue will need to split his ATTACK score between the main and the secondary weapon. (E.g. If the rogue has an attack of 20, both weapons will be treated as having an attack of 10. Fractions round down.) If the Rogue takes this skill again, he will be able to use a shortsword as a secondary weapon. At the start of every combat round, he will need to decide if he is to i) Add 2 to his defence ii) Strike with both weapons. The main weapon will be at the full ATTACK while the secondary weapon will be at half ATTACK.

Comparison to Assassin Assassin and Rogues have some skills that overlap with each other. Generally speaking, a Rogue is better at those skills that overlap (Inner Sense, Climbing, Breakfall, Pilfer and Picklock). Assassins are better then rogues in disguise since they tends to make more frequent use of it in assassination attempts. Both are on par when it comes to jumping. However Assassin has certain skills that the rogue does not have. These are Combat Techniques, Shock Attack, Meditational Techniques, Alchemical Techniques, Track, Memorize and Deathvow. Rogues have accessed to better evasion, Uncanny Dodge, Evasion (skill), Sneak Attack, Read Languages, Use Scrolls and have certain skills of the mighty. Overall, Assassin should be slightly stronger than Rogues at lower levels. At higher levels, Rogues could be beat the Assassin in their own area of specialization. Certain skills of the mighty like Disarm Techniques and Main Guache will be weaker than the Knight’s version. This is done on purpose as rogues are not supposed to be better than knights in melee combat. At the same time, most skills can only be used if the rogue is wearing studded armour and below. It is a foolish rogue to think that he is a kingpin because he mastered Main Guache and Disarm Technique and challenge a Knight to a melee fight. The advantages of a Rogue is similar to an Assassin…. It is always in the shadows…

The Rogue is slightly weaker compared to the 1st edition Assassin but stronger than the 2nd edition Assassin. GM feel free to change the powers if one feels that it is too powerful.

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