Runaway Princesses

Wednesday, February 19, 2020

GLOG: A Bunch of Rogue Classes

The brilliant Lexi at crateredland.blogspot.com blessed us with an awesome Thieves Guild template, and with that foundation, I present the Rogue class, with its subclasses:

- Assassin (poison from Dungeon World, execution attacks from Stars Without Number)
- Maze Rat (Kinda making Lexi's Archaeologist more dungeoneery - this one needs serious work.)
- Scoundrel (My favourite character archetype, inspired/stolen by/from these clever people - https://udan-adan.blogspot.com/2018/05/bx-class-rake.html and https://ravenousambience.blogspot.com/2020/02/cuckoo-guild.html)
- Swallow (an adaptation of Lexi's Seamstress.)
- Thief (basically Lexi's version).

Alternatively, here's a fancier looking PDF (with pictures!) should this suit you better:

https://drive.google.com/file/d/1TqTkhpzNxqUl1b2AhGdeEm2fKUikCO9J/view?usp=sharing

ROGUE

HIT DIE: d6
ARMOUR PROFICIENCY: Light.
Level 1: Lucky, Subclass.
Level 2: +1 ability, +1 ability rank.
Level 3: +1 ability, +1 ability rank.
Level 4: +1 ability, +1 ability rank.
Level 5: +1 ability, +1 ability rank.
Level 6: +1 ability, +1 ability rank.

LUCKY

: Once per day, you may re-roll a failed skill check.
✧✧: Once per scene, you may re-roll a failed skill check.

SUBCLASS

Choose a subclass from the options below. Upon choosing, gain 3 skills offered by the subclass, its starting equipment, and one of its abilities at rank 1.
ASSASSIN: If you want to meddle in poison, strike from the shadows, and be a master at eliminating specific targets, play an Assassin.
MAZE RAT: If you want to make archaeology cool, turn Dungeoneering into an art, and always have the right tool for the job, play a Maze Rat.
SCOUNDREL: If you want to be a scrappy adventurer who gets by on only their charm, wit and quick-thinking, play a Scoundrel.
SWALLOW: If you want to be devious, a master of espionage and turn seductiveness into a deadly weapon, play a Swallow.
THIEF: If you want to sneak, infiltrate, and thieve, play a Thief.




ASSASSIN

PICK 3 SKILLS: 1. Acrobatics; 2. Deception; 3. Perception; 4. Sleight of Hand; 5. Stealth; 6. Any Combat
STARTING EQUIPMENT: leather armour, dagger, vial of poison (2d6 damage), disguise kit.

1: Assassination
     ✧: With a suitably lethal weapon, you are able to set up an Assassination with at least 1 minute of preparation, whether as a sniper focusing their crossbow aim on a target, or drifting closer to an unsuspecting aristocrat, dagger in hand. Any focused attention on you or action that alarms the target. is irrelevant. Hitting with a shot is a DEX/Shoot check (DC 6 point-blank; DC 8 normal; DC 10 long range), melee attacks always hit – AC is irrelevant. If the attack hits, you deal maximum damage and the victim (if capable of self-defence) must make a FOR save or be mortally wounded.
    ✧✧: You impose a -X penalty to an Assassination victims FOR save, where X is the number of facts you know about them.  Facts are considered trivial and don’t count if you can learn them by looking at a snapshot of the current scene; “Is named Tryst Valentine” and “Runs a magical research lab” are good, but “is a man” and “has two arms” are not.

2: Opportunist 
    : Whenever you would gain advantage to hit, you may also roll damage with advantage. If you attack an enemy unawares with a light weapon, instead you may deal +1d6 damage.
    ✧✧: Whenever you would gain advantage to hit, you may roll 3 results instead of 2 and take the best. If you attack an enemy unawares with a light weapon, instead you may deal +2d6 damage. 

3: Artisanal Poison 
    : With the materials and a safe place to brew, you can concoct a vial of poison in 1 hour from the options below.
·       Quick Poison (consumed): Target takes 2d6 damage.
·       Wine of the Sandman (consumed): The target falls into a light sleep.
·       Goldenroot (consumed): The target treats the next creature they see as a trusted ally for 1 hour or until proved otherwise.
    ✧✧: You can tailor a poison to its intended target. Each dose requires three vials of regular poison and some piece of the target (blood, hair, etc). The final product deals Xd6 damage, where X is how many non-trivial facts you know about the target and the poison even works even on targets normally immune to poison.

4: Act Like You Belong 
    : You can avoid notice by slipping into a group of 4 or more, provided you are similar in appearance to the group. You are treated as if part of the group, and given access to any resources or restricted areas that they would normally have access to, as long as you accompany them.
    ✧✧: You can avoid notice by accompanying even a single individual, or can slip into a group even without the appropriate appearance. After you leave, you are difficult to describe, and your features can't be recollected if you choose.

5: Legwork
   : Once per day, you may declare that you've set up a minor effect, such as bribing a guard or planting explosives beneath a bridge, nearby in an area that you would've had access to within the recent past, and trigger that effect. The GM may demand a skill check, the difficulty depending on how difficult the preparation.
    ✧✧: One automatic success per day. After your automatic success of the day, you may declare once per scene with a 1-in-6 chance of success.

6: Hardcore Parkour
    : You can climb vertical surfaces as quickly as you can walk.
    ✧✧: Double your move speed and jump distance.




THIEF

PICK 3 SKILLS: 1. Acrobatics; 2. Connections; 3. Perception; 4. Stealth; 5. Sleight of Hand; 6. Tinkering
STARTING EQUIPMENT: 2 daggers, a dark cloak, thief’s tools, roll 2 extra random items.

1: Bag of Tricks
    : You have a Bag of Tricks, which takes up 2 inventory slots. While you have inventory slots in your Bag that haven't yet been filled with defined items, you may produce a mundane tool of neglegible value from your Bag that will help you solve a current problem. It then takes up one of the inventory slots in your Bag of Tricks. You may clean out and refill your Bag when you return to town.
    ✧✧: Your Bag now has 4 slots, but still only takes up 2 inventory slots.

2: Opportunist
    : Whenever you would gain advantage to hit, you may also roll damage with advantage. If you attack an enemy unawares with a light weapon, deal +1d6 damage.
    ✧✧: Whenever you would gain advantage to hit, you may roll 3 results instead of 2 and take the best. If you attack an enemy unawares with a light weapon, deal +2d6 damage.

3: Legwork
    : On a 2 in 6, you may declare that you've set up a minor effect, such as bribing a guard or planting explosives beneath a bridge, nearby in an area that you would've had access to within the recent past, and trigger that effect. The GM can modify the chances of success depending on the difficulty of the preparation.
    ✧✧: One automatic success per day. If you fail on subsequent attempts, the chance increases by 1 until you succeed, when the chance resets to 2 in 6.

4: Hardcore Parkour
    : You can climb vertical surfaces as quickly as you can walk.
    ✧✧: Double your move speed and jump distance.

5: Gang
    : You can recruit d4 thugs in town who're loyal so long as they'll get a cut of the loot and are sure they'll make it out alive. They will flee, cheat, or betray you and each other if either of those conditions becomes sufficiently murky.
    ✧✧: d6 thugs or d4 thieves, each with 1 rank in a random rogue ability (besides this one).

6: Tricky Fingers
    : Whenever you try to perform sleight of hand (lockpicking, pickpocketing, etc), failure won't alert anyone who isn't already paying attention to you.
    ✧✧: Whenever someone tries to retrieve or draw an item, you can make a DEX/Sleight of Hand check to reveal that you actually burgled it from them at some point in the recent past (if you had access).

SCOUNDREL

PICK 3 SKILLS: 1: Connections 2: Deception; 3: Perception; 4: Performance; 5: Persuasion; 6: Sleight of Hand
STARTING EQUIPMENT: 2 sets of fancy clothes, a bottle of rare and powerful liquor, a (fake) noble's signet ring, a rapier.

1. Social Magnet
    : You can convince d6 people in close proximity that you are a close friend over the course of a few minutes, and they will treat you as if you were an old friend until you leave their presence.
    ✧✧: 2d6 people in close proximity, and their positive feelings towards you last for d6 days.

2. Fight Dirty
    : You have Advantage on Gambits.
    ✧✧: You can repeat attempting a Gambit as your action, provided you change your approach.

3. Con Artist
    : So long as no one can verify what you’re saying is wrong and it isn’t clearly implausible, you can lie through your teeth and they’ll believe you for at least d6 minutes. Afterwards, they’ll realize what you were saying to be nonsense and be furious.
    ✧✧: They’ll believe you for at least d6 hours.

4. Danger Sense
    : 3-in-6 chance of acting in surprise round when ambushed, advantage on saves against effects you haven't seen yet.
    ✧✧: Always act in surprise rounds; always act first in initiative order.

5. The World’s Your Stage
    : Accompanied by a plausible disguise for the situation, people will always assume you are who you appear to be, unless you give them a strong reason not to.
    ✧✧: You are a master of disguise. With the aid of a disguise kit, you can spend 1 hour to disguise yourself as belonging to a gender, ethnicity, or similarly sized humanoid species other than your own. Your disguise won't pass close inspection, but it will do the job in any casual encounter unless the people you meet already have reason to be very suspicious of you.

6. Escape Artist
    : You always seem to get away. Once per day, if you could plausibly escape from a situation (tied up, melee, awkward conversation), you may do so without needing to roll
    ✧✧: Once per scene, if you escape automatically from a situation you could plausibly escape.

SWALLOW

PICK 3 SKILLS: 1. Connections; 2. Deception; 3. Knowledge; 4. Performance; 5. Persuasion; 6. Sleight of Hand
STARTING EQUIPMENT: 3 sets of fancy clothes, 3 stilettos, bottle of liquor, makeup kit, noble's calling card.

1. Con Artist
    : So long as no one can verify what you’re saying is wrong and it isn’t clearly implausible, you can lie through your teeth and they’ll believe you for at least d6 minutes. Afterwards, they’ll realize what you were saying to be nonsense and be furious.
    ✧✧: They’ll believe you for at least d6 hours.

2. Connected
    : If you’ve spent at least a week in a town, you’ll have built a web of useful contacts. If you want something (items, information, invites to parties, etc) which could possibly be obtained in your location for the right price, then you know someone who can obtain it for you (whether you can afford it or not is another question). You also have contacts who can do favours for you that are no more than mildly illegal. You can call on one favour per day and the GM decides how far they’ll go for you.
    ✧✧: Once per session, if it’s not entirely implausible, you meet someone you know who is willing to do modest favours for you. You can decide when and where you want to meet this person, but the GM
decides who they are and what they can do for you.

3. Fancy
    : Fancy clothes give you a +2 AC bonus.
    ✧✧: Can choose to ablate your fancy clothing like a shield; reducing the damage from one attack by 2d6 points but ruining your outfit in the process.

4. Honey Pot
    : If you can get someone alone, you can keep them completely engaged for an hour. This makes them less hostile, and with a successful CHA/Persuasion check, they let valuable information slip.
    ✧✧: You roll the check to extract valuable information with Advantage and willing targets become infatuated with you until you give them a strong reason to feel otherwise.

5. The World’s Your Stage
    : Accompanied by a plausible disguise for the situation, people will always assume you are who you appear to be, unless you give them a strong reason not to.
    ✧✧: You are a master of disguise. With the aid of a disguise kit, you can spend 1 hour to disguise yourself as belonging to a gender, ethnicity, or similarly sized humanoid species other than your own. Your disguise won't pass close inspection, but it will do the job in any casual encounter unless the people you meet already have reason to be very suspicious of you.

6. Tricky Fingers
: Failed DEX/Sleight of Hand checks won't alert anyone who isn't already paying attention to you.
    ✧✧: Whenever someone tries to retrieve or draw an item, you can make a DEX/Sleight of Hand check to reveal that you actually swiped it from them at some point in the recent past (if you had access).


MAZE RAT 

PICK 3 SKILLS: 1. Athletics; 2. Knowledge; 3. Perception; 4. Stealth; 5. Tinkering; 6. Any Combat
STARTING EQUIPMENT: Case of maps and pens, shortsword, whip, leather armour, roll 2 extra random items.

1: Appraisal
    : You can tell the rough value (within an order of magnitude) and historical/geographic provenance of items, architecture, etc. You know how to dismantle them to get 20% value from the more manageable components, rather than the ordinary 10% for defaced art.
    ✧✧: You can identify that an object, effect, or creature is magic on sight, and what it does.

2: Bag of Tricks
    : You have a Bag of Tricks, which takes up 2 inventory slots. While you have inventory slots in your Bag that haven't yet been filled with defined items, you may produce a mundane tool of negligible value from your Bag that will help you solve a current problem. It then takes up one of the inventory slots in your Bag of Tricks. You may clean out and refill your Bag when you return to town.
    ✧✧: Your Bag now has 4 slots, but still only takes up 2 slots.

3: Cunning Linguist
    : Three times, you may encounter a language that the party does not understand and reveal that you speak that language. Add that language to your character sheet, you are now fluent in it.
    ✧✧: You can attempt to translate any language you don't speak. The GM rolls a d6 secretly for the number of errors you make in the translation.

4: Danger Sense
    : 3-in-6 chance of acting in surprise round when ambushed, advantage on saves against effects you haven't seen yet.
    ✧✧: Always act in surprise rounds; always act first in initiative order.

5: Gang
    : You can recruit d4 thugs in town who're loyal so long as they'll get a cut of the loot and are sure they'll make it out alive. They will flee, cheat, or betray you and each other if either of those conditions becomes sufficiently murky.
    ✧✧: d6 thugs or d4 maze rats, each with 1 rank in a random rogue ability (besides this one).

6: Pack Mule
    : You always seem to find a way to carry more loot. You have +1 ready inventory slots and +2 stowed inventory slots.
    ✧✧: You now have +2 ready inventory slots and +4 stowed inventory slots.


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