The Rogue
Primary Attribute: π Moxy
Class Complexity: Expert
The rogue is a slippery shapeshifter class that uses tricks and status effects to manipulate the battlefield.
Only fools take the conventional path to get ahead, and you're no fool. While some may consider your methods "unorthodox", you just see them as applying a scalpel where others use a club. You are the master of subtleties and using the right kind of tool to pick any metaphorical lock, even if it means becoming that tool. You are a rogue.
Ethos
Whenever you fulfill your character's ethos within a gaming session, the GM may award you a Legacy Point. This ethos exists in tandem with and is complementary to your character's personal ambitions.
Choose an ethos below, or write your own.
- The secrets of the ancient rogue clans are mine to uncover. I'll use them to become the greatest thief that ever lived.
- My talent is solving problems through cunning rather than brute strength. I revel in outwitting powerful enemies.
- Brand spanking new planet or not, money makes the world go round. I aim to have a lot of it and grow my influence in the process.
Path of Mastery
Hit Points
Rogues start the game with 12 HP. At level 8, they gain an additional 6 HP.
Rank 1
Underworld Connections
Whenever you enter a population center, you can identify one NPC that has a connection to that center's underworld of criminal enterprise. Your contact can provide you with informationβfor a price, of course.
Additionally, you can fence stolen goods to them and pay them money to either acquire crafting materials or give tips as to where you might acquire such materials.
Closed Fist Technique
Cost: ποΈ
Range: Near
Type: Imagination
Among the ancient rogue clans, a common technique is shared, passed down from generation to generation. You fabricate a bomb the size of an egg, but spherical in shape. It fits neatly in your palm and cannot be detected while your fist is closed.
When you prepare this bomb, you must choose what to put into it:
Dust - When your bomb is thrown at the enemy, it explodes in a cloud of dust, blinding them.
Paint - When your bomb is thrown at the enemy, it paints them in bright, garish colors. They are marked.
Poison - When your bomb is thrown at the enemy, it explodes in a cloud of noxious fumes, poisoning them.
Opportunist
Whenever you would deal damage to an enemy, if they are marked, add the amount of π you spent on your ability to your damage (e.g. if you spend πππ to attack with your 1d4 dagger, you would deal 1d4+πππ damage).
Lightly Armored
You may wear Light Armor.
Rank 2
Choose A Trade
You may choose a trade from one of the following options:
- Tailor
- Scripturalist
- Alchemist
- Naturalist
- Armorsmith
- Weaponsmith
- Jeweler
- Gadgeter
Choose A Clan
Clan of the Cat Burglar
You follow in the footsteps of the Cat Clan. You must wear the cat's paw symbol somewhere on your person.
Cat Clan rogues favor subtlety and intrigue.
Cat Burglar's Aspect
You become supernaturally graceful. You can walk on thin wires, ropes, and walkways without fear of falling. You can jump twice as high or far as you normally could.
Add a free bonus die to all attempts to pick pockets and pick locks.
Cat's Claw Technique
Cost: π
Range: Next To
Type: Imagination
Your hand darts out, raking the enemy for 1d4 damage.
Clan of the Mystic Heron
You follow in the footsteps of the Heron Clan. You must wear the symbol of the heron somewhere on your person.
Mystic Heron rogues favor honor, dignity, and negotiation.
Heron's Aspect
You become supernaturally light of step. While moving, you can tread on water without breaking its surface. While sprinting, you can run along vertical walls.
Add a free bonus die to diplomacy checks.
Dancing Ice Technique
Cost: πππ
Range: Near
Type: Imagination
You move in subtle, sacred ways, and water forms between your hands, before turning to ice. You shoot it at an opponent, dealing 1d6 damage and chilling them. A target that is chilled twice in the same turn is frozen.
Clan of the Duskwalker
You follow in the footsteps of the Duskwalker Clan. You must wear the symbol of the cowl somewhere on your person.
Duskwalker's Aspect
Duskwalker rogues favor stealth and anonymity.
You become supernaturally stealthy. Your footsteps make no noise, and you can see in the dark.
Add a free bonus die to stealth checks.
Shadowstrike Technique
Cost: ππ
Range: Near
Type: Imagination
You move like a shadow, instantly blinking to a patch of darkness near you. If an enemy is next to where you blink, you may make a free attack against them.
Clan of the Viper
You follow in the footsteps of the Heron Clan. You must wear the symbol of the viper somewhere on your person.
Viper rogues favor aggression and boldness.
Viper's Aspect
You become supernaturally regenerative. Whenever you poison an opponent, you recover 2 HP.
Add a free bonus die to all intimidation checks.
Viper's Sting
Cost: πππ
Range: Next To
Type: Instant
You strike like the viper, moving with a speed the eye can't follow. You deal 1d6 damage and poison your opponent.
Clan of the Phoenix
You follow in the footsteps of the Phoenix Clan. You must wear the symbol of the phoenix somewhere on your person.
Phoenix's Aspect
You become supernaturally resilient. The first time you would fall below 1 HP each day, you instead remain at 1 HP.
Add a free bonus die to all athletics checks.
Sweeping Cinders Technique
Cost: πππ
Range: Next To
Type: Imagination
You sweep your first in broad strokes, creating a fiery arc. You deal 1d4 damage to up to two opponents next to you and singe them. A target that is singed twice in the same turn is scorched.
Ronin
You refuse to follow the teachings of a singular clan, and instead forge your own path. Choose one aspect from one clan, and a technique from another clan.
Ronins are treated with hostility by all of the rogue clans.
Rank 3
Dodge
Cost: π
Type: Instant
Your cat-like reflexes allow you to twist out of the way of attacks. Add a Doom die to an attack targeting you.
Form of the Rope
Your desire for something more than just charm and tricks led you to seek the mysteries of forgotten rogue clans (or clanless rogues). Through adherence to ancient, mystic disciplines, you have become aware of an inner energy source running through your body, called Chi. Using Chi empowers you in supernatural ways.
You gain β―β― 2 Chi points, which are refreshed every time you sleep or take a short rest.
Note: Shapeshifting occurs at instant speed and can be used any time an instant ability can be used.
You may spend β― to turn into a rope. You have 6 hit points and 1 Magical Armor. You have no Armor. Whenever you are reduced to 0 hit points, you revert back into your original form. Any excess damage is applied to your original form's hitpoints (e.g. if you take 10 damage, you turn back into your original self and subtract 4 damage from your current HP total). You may also revert back to your original form at will.
As a rope, you can move as a snake would. You can be up to 30 ft. long. You can make yourself rigid. Ropes can be made of any material that a normal rope would be made from: silk, hemp, jute, etc.
While in this shape, you may not attack or use your rogue abilities. Instead, in addition t0 all of the utility a rope provides, you may perform the following abilities:
β€οΈ Restrain - You wrap yourself around your opponent's body. They are slowed.
π Trip - You form a thin line between two points. If an enemy moves past you, they trip and are knocked prone.
πͺ Choke - You wrap yourself around you opponent's neck. They are silenced and take 1d4 physical damage.
Rank 4
Attribute Increase
Increase one of your attributes (πͺ, ποΈ, β€οΈ, or π) by 1.
Slink
Whenever you spend π to become hidden, for each π that was spent, you may:
- Recover π hit points (e.g. if πππ was spent, you recover 3 HP).
- Add π damage to your next attack or ability.
- Add π to the value of another π die (e.g. if you rolled a ππ, and you spent π to hide, the die on which ππ was rolled instead has a value of πππ when being spent).
Rank 5
Underworld Connections: Fixer
You have built a business relationship with one of your underworld connections. They provide you with tips on jobs and lucrative marks for a cut of the profits. They are also willing to move to another population center at your request.
Form of the Bullet
You may spend β― to shape yourself into a type of ranged ammunition: a bullet, an ammo, a ball-bearing, etc., that your allies can fire. While in the form of ammunition, you have 1 HP and no armor nor magical armor.
In addition to the damage your ally does, you deal an additional 1d6 physical damage. This counts as a separate attack for the purposes of shredding armor and applying your opportunist ability.
After you strike your opponents, you revert back to original form.
You can shape change to other forms or into your original form mid-flight if you desire. Your momentum adjusts accordingly, you may suffer damage upon impact, and you do not deal an additional 1d6 damage if you strike an opponent.
Rank 6
Steal Clan Secrets
You have successfully gleaned the secrets of another clan. Choose another technique and aspect to learn from among one of the clans.
Fortune Finder
You can intuitively assess the wealth and social status of a person and a building by examining them. Spend β€οΈ to gain an accurate readout on any person or building you can see.
Rank 7
Form of the Paper Lantern
You may spend β― to turn into a lantern. You provide light to everything near you. You can fly in any direction you wish. You have 5 hit points and no armor nor magical armor, but are resistant to imaginative damage.
Counterstrike Technique
Whenever you dodge a melee attack, choose one:
- You may have your attacker discard one of their challenge cards and replace it with another card.
- You may attack your opponent with a melee weapon as an instant, without paying its cost.
Rank 8
Die Upgrade
You may permanently upgrade one of your attribute dice.
Rank 9
Form of the Wooden Log
You may spend β― to turn into a log of wood. You have 5 hit points and 1 armor. You can't do much else but sit there.
Pressure Points
You know how to hit where it hurts. Whenever you attack, if your target is marked, roll your damage dice twice and take the higher result.
Rank 10
Underworld Connections: Reputation
With the help of your connection, you and your allies' social status begins to move the direction you desire. Choose a faction within your city. For the right amount of money, your fixer begins to spread rumors about you to them, either increasing your reputation or decreasing it, based on your desires.
Deepened Attunement
Through intense training, you have gained deeper awareness of your body's inner energy field. You gain an additional β―.
Rank 11
Form of the Pocket Dimension
You may spend β― to shape yourself into a pouch roughly the size of a coconut. You have 5 HP and no armor nor magical armor. The inside of the pouch is magical, and resembles the interior of a medium-sized shed. Regardless of how many items are placed within the pouch, it still only weighs about as much as a coconut weighs.
The air inside the pouch is temperate and breathable. Living beings can exit the pouch as they choose (unless incapacitated). When you revert to your original form, objects stored inside the pouch appear on the ground next to you.
Ingenious Artifacter
Your craftiness allows you to get the most out of your use of exotic items. You may use all single-use items an additional time.
Rank 12
Attribute Increase
Increase one of your attributes (πͺ, ποΈ, β€οΈ, or π) by 1.
Improved Closed Fist Technique
You have learned different ways to improve your bombs. When using the Closed Fist Technique, you may now choose from these additional options:
Flashpowder - When your bomb is thrown at the enemy, it explodes in a concussive blast, dazing them. An enemy that is dazed twice in the same round is stunned.
Noxious Gas - When your bomb is thrown at the enemy, it explodes in a noxious cloud, making them queasy.
Corrosive Slime - When your bomb is thrown at the enemy, it coats their armor, dissolving it.
Rank 13
Form of the Mirror
You may spend to β― split your shadow into a mirror-self. You no longer cast a shadow. Your mirror-self has 1 HP. Whenever you are attacked by any single-target action, there is a 50% chance your opponent attacks your mirror.
Your mirror-self repeats any action that you take. For example, if you attack your opponent, your mirror-self also attacks your opponent. However, it does half of the damage that you would deal, rounded up.
Critical Feint
Cost: ππππ
Range: Next To
Type: Instant
You expose your enemy, leaving them wide open to an attack. The damage of next attack or ability that damages does critical damage.
Whenever you successfully dodge an attack, this ability costs πππ less to use (it costs π).
Catastrophic Feint
Cost: π8
Range: Next To
Type: Instant
You expose your enemy, leaving them wide open to an attack. The damage of next attack or ability that damages does catastrophic damage.
Whenever you successfully dodge an attack, this ability costs πππ less to use (it costs π5).
Fatal Feint
Cost: π12
Range: Next To
Type: Instant
You expose your enemy, leaving them wide open to an attack. The damage of next attack or ability that damages does fatal damage.
Whenever you successfully dodge an attack, this ability costs πππ less to use (it costs π9).
Rank 14
Underworld Connections: Kingpin
With the help of your connection, you have become a dominant force in the underworld. You may spend 5 Legacy Points to cement yourself as a kingpin. If you do, you receive 50% better prices when buying and selling, and your network of spies and informants can find powerful magical items for you to purchase as well as gain you secrets most could never dare to uncover.
Form of the Skeleton Key
You have fashioned yourself into the ultimate unlocking tool. Spend β― to shape yourself into a key that can open any lock. You have 5 HP, no armor and no magical armor.
Rank 15
Form of Water
Spend β― to shape yourself into water. You can move as water does or you can form yourself into a simulacrum of your original form. While shaped as water, you have 10 HP and 2 Magical Armor. You are resistant to fire damage and physical damage.
Unlike other shapes, you may use your other rogue abilities and make attacks normally while in the form of water.
Sublimities
Once you have completed your Path of Mastery, you unlock new quests your character can complete and achievements they can earn. Sublimities occur within the fabric of both your campaign's overarching story and your character's personal story, and often require the player to work with the GM. They represent a character's spiritual growth and transcendence. Achieving a sublimity rewards your player with Legacy Points, which they can then use to unlock upgrades.
Players should choose one sublimity that they feel best represents their character's personal story. If the examples below don't feel appropriate, they can work with their GM to craft a new one.
Sublimities are divided into three categories: Love, Wisdom, and Power.
Love
- Amass a fortune, then give it away to someone in need.
Wisdom
- Overthrow a tyrannical ruler.
Power
- Pull off an impossible heist.
Completing a Sublimity awards 30 legacy points.
Legacy Purchases
Legacy purchases can be made once you have completed your Path of Mastery.
5 LP - Unlock a new aspect or clan technique.
10 LP - Master of Meditation. Gain an additional β―.
15 LP - Permanently upgrade one of your attribute dice.
30 LP - Begin a new rogue clan as its leader or become a mayor or local leader.
50 LP - Become the leader of a province, state, or kingdom.