Runaway Princesses

Showing posts with label glog. Show all posts
Showing posts with label glog. Show all posts

Thursday, February 25, 2021

RUNAWAY PRINCESSES: 2021 GLOG Hack Update

THE PRINCESSES ARE ESCAPING 

Hello everybody! Forgive the caps lock on the title, I'm just really quite excited. Here's a big update to my GLOG hack, Runaway Princesses. 

Nearly everything has been looked at and made cleaner, faster, and more interesting. This version also includes 6 core classes in the main book. If you want Wizard spells, and them in handout form (I find players prefer this format) in the Class Folio (not an 100% match with the interior book, hopefully have that updated by the end of the week, along with some inspirational art for male characters to sit alongside the female ones. If in doubt, use the version you prefer).

 

GET IT HERE 

(or click on the cover)

FYI: Below is an edited version of an earlier RP outline. 

Sunday, July 12, 2020

Runaway Princess Grimoire and updated Class Folio

Hey team, just a couple of little things for Runaway Princesses.


First of all, the Grimoire - a little A5 booklet with 3 Wizard Spell-lists (for now) that you can give to your Wizard. So far it's essentially 90% Skerples with only a few spell-changes here and there.

Also, the Class Folio has been updated with an improved layout, and some little tinkering and streamlining - most noticeably with the Druid, which is in a much better place now. No new Classes yet, sorry!

I'm always delighted to hear feedback, so please do let me know what you think. Stay safe.





Thursday, June 25, 2020

Runaway Princesses V1.5: Classes, Spring Cleaning, Little Updates to Mechanics



One's GLOG hack is never done, but mine just got added to, and the layout and mechanics have been cleaned up and streamlined. I think it's in a better place. Still more stuff in the pipeline for it though, which I'm looking forward to getting down to work on.

It's also now got a Class Folio to go along with it! More Classes will be added, and previous Classes will be revised. For example, I've only got the Orthodox Wizard School so far, and it's completely Skerples' work, with Dungeons and Possums' fabulous random spellbook tables.

Of course, all GLOG classes should be easily compatible with Runaway Princesses and vice versa, so you can just use one of the (delightfully) overwhelmingly many GLOG classes made by our wonderful little community. In fact, a few of my Classes are basically stolen from others, with only tiny tweaks here and there (the much deserved credit is all yours, and unless I've forgotten, is in the blog post version - let me know if you want to change that).

I've tinkered away at a character sheet which is basically a hack of (can character sheets hack other character sheets like systems hack other systems or is that just silly?) the Current Standard (v1.4) for 5e. I'm really happy with how it looks, but don't feel comfortable sharing it cos I'm not sure what the rights and that are on it. So, I'm gonna work on one from scratch. Depending on how that goes, the next update might have a character sheet too.

By the way, I'd be flabbergasted if it happened, but if anyone uses Runaway Princesses at the table, I'd be super keen to hear how things went! Anyway, enough of all this. Here's the good (hopefully) stuff:


UPDATE (13/7/2020): Latest version can be found here.

Still in a pretty rough state. Stats, Prices, Weapon Tags etc.

Let me know what you think team :)

Saturday, May 30, 2020

Runaway Princesses (GLOG): Ranger Class

The Ranger was surprisingly difficult to design, because the class has a bit of an identity crisis. I mean - did you know there's an entire subreddit dedicated to re-designing the 5e Ranger?! These are the things you discover when designing GLOG classes apparently, and many of people's issues with the 5e Ranger seem to be down to that same identity crisis.

Is the Ranger... Bear Grylls with a bow, is it a beast-master (or animal friend as I prefer to call it), can the Ranger cast spells - should they be some sort of arcane archer (coming soon)? Is the Ranger having a bow and arrow iconic, and thus integral to the class, or should we not assume them to use the bow and arrow?

I nearly went with a subclass approach, like my current Rogue has. Have core Ranger features, and then have Hunter and Beastmaster (+ maybe arcane archer) subclasses. I'm probably going to do that one anyway, to see how it looks. But in the end, I was in my usual habitat of analysis paralysis, so just decided to go ahead and do a hodge-podge of Ranger ideas I liked, and just get the class done. I was agonizing over the capstone for a while, and since I came up with it about an hour ago, it may be a terrible idea. But I've been playing Red Dead Redemption 2 (it's a triumph, and has this fascinating push and pull going on where it is simultaneously making fantastic use of the medium, while at other times wishing it was just a Netflix series) and thought stealing the Deadeye mechanic might be quite fun for the Ranger.
Love a good design discussion, but I have rambled on, so as always please, please leave a comment or say hi on the GLOG channel of the OSR discord server. 

Here is the current incarnation of Runaway Princesses Ranger, adapted from Arnold's, zoeology, Words for Yellow, Lexi and Type1Ninja’s Rangers, presented in text, PDF, Google Doc and how it currently looks in the Runaway Princesses PHB (version with classes).

EDIT: The version in the post (not the doc, pdf or pic) has the correct Deadeye text. I'm working on updating the rest asap.





Ranger 

Hit Die: d8

Gain 3 Skills: 1: Animal Handling, 2: Athletics, 3: Insight, 4: Perception, 5: Stealth, 6: Survival

Starting Equipment: Animal Companion, Bow (+DEX, d6 + DEX, 60/300ft), Leather Armour (AC +2, 0 slots).


Ranger Level 1: Animal Companion, Natural Explorer.

Level 2: Hunter’s Sense, Traps, +1 ready slot.

Level 3: Trophies, Ambush.

Level 4: Versatile, Deadeye.


Animal Companion

You start with an animal companion, which can be any mundane animal horse-sized or smaller. 

Compared to regular pets:

  • Your companion can follow more complex commands.

  • Before, or during combat (with an action), you can set up an action, such as “attack when I attack”, so you don’t have to direct them with an action in combat.

  • You learn the language your companion speaks (e.g. Dogs speak Canine, Cats speak Infernal).

 You can replace your companion by bonding with another.


Natural Explorer

  • When a random encounter occurs outside, you can draw or modify the terrain map and choose starting positions (GM discretion).

  • When you forage, you find double the amount of rations.

  • You can predict (choose) season-appropriate weather for the next day, succeeding on a 5-in-6, -1 for every consecutive successful prediction. You can detect but not create natural disasters. 


Hunter’s Sense

When you’re in the party, the range at which you get Omens increases by +1. Omens are clues of a creature that’s nearby.

You can mark one creature you can see as your Quarry:

  • Your rolls to track the creature have +1d6.

  • You step up the damage die when you hit the creature.

  • If you have combat advantage against the creature, you deal +1d6 damage.

You can only have one Quarry at a time.


Traps

You can manufacture and set traps on the fly. 

Each trap (1 slot) requires a trapping kit (1 slot, U3, 25sp).

It takes 10 minutes to craft a trap in natural terrain.

When you create a trap, choose up to 3 effects:

  • Damage: Victims take 1d6 damage.

  • Halt: Victims are immobilized.

  • Alert: Victims set off a loud racket.

Mark one X on your trapping kit for each effect you choose.

With  additional items (poisons, flammable oils), you can create more types of traps.


Trophies

You can collect trophies from corpses. 

Each trophy takes up 1 slot, and the rare ones fetch a pretty penny to the right collector (25 silver pieces x creature’s HD). Sales grant 1 XP per silver piece gained.

Each readied Trophy gives you:

  •  +1 AC against that type of creature.

  • +1 damage against that type of creature.

  •  +1d6 on checks to avoid or negate their special effects. 


Ambush

You roll initiative with A* and have +1d6 on attack rolls against creatures who haven’t taken their turn yet.


Versatile

Choose one:

  • Learn one of the Fighter’s Fighting Styles.

  • Learn the Druid’s Wildspeak ability.

  • Learn one of the Druid’s spells (1-6) and gain 1 MD to cast it with.

  • Learn the Rogue’s Opportunist ability.


Deadeye

During combat, you can enter a mindset of extreme focus, where time seems to slow down, and all you see is the prey’s weak spots. Activating Deadeye is a free action, and it lasts one round. While in Deadeye: 

  • When you make a ranged attack, you can make another for free.

  • Your attacks always hit, but you still roll for attacks because your critical hit range is increased by +1d6.

  • You can exchange your critical hit range bonus to target a specific area on the target, such as the leg to halve movement speed, or shoot their weapon out of their grip. You may or may not still deal normal damage. This is to the GM’s discretion.

You have one use of Deadeye per rest.
Comment: I'll come up with something more diagetic and interesting soon, like eating a harvested monster part recharges Deadeye or something.
 

Tuesday, May 12, 2020

GLOG Hack: Runaway Princesses v1.0

Oh boy, it's done.
Well, one's GLOG hack is never really done - but this at least has claim to being a v1.0.

I've been obsessively sweating over this thing for several months now, it feels amazing to upload it in a decent shape. I hope you find something you like in it. It's got everything you need to play the game. I'm still working on classes, but you should be able to use any in the GLOGosphere (the best option) or on my blog to run it without issue.

Runaway Princesses Player's Handbook (v1.0)

If you want to print it out, I recommend doing so as an A5 booklet.

What's Cool About Runaway Princesses?
I guess I better give some reason why you should click on yet another GLOG hack, but they're all wonderful - check all the GLOG hacks out, all of them - live on a diet of purely GLOG hacks. 
  • Layout: I've put a frankly silly amount of attention into making the layout be both pretty and as clear and easy to use at the table as I can manage. Control panel layout, everything you need on a 1-page or 2-page spread (if you need to flick the page, I have failed, and you should tell me), use of bullet points like there's no tomorrow, the works. I hope it works for you. 
  • Recognizable, Easy System: It's got a lot of stuff from all over the place, but the core is 5e + GLOG with B/X numbers. If you want something easy to pick up, particularly for those filthy 5e players who you are trying to enlighten, RP might be a good shout.
  • Compatible with B/X and other GLOG hacks: You shouldn't have any trouble converting with B/X (OSE) or any GLOG hacks, classes, or other GLOG stuff. Let me know if you do!

Details
  • 3d6 stat generation. Modifiers as B/X.
  • Simple skill system - 5e Proficiency with a bit more customization, without getting fiddly.
  • Roll-over. All checks are DC 12 unless otherwise stated.
  • No saves - just use checks.
  • Inventory slots are 'readied' or 'stowed'. Like the quick access slots mechanic, but you don't need to keep rubbing stuff out and writing it in again everytime you shuffle around what's in your top 3 slots.
  • Consumables and weapon/armour durability rules. Shields can be splintered.
  • Side-based initiative, but DEX still matters.


Future Plans & "Stuff's Missing!"

  • D100 character quirks can be found in this blog post.
  • If you need a price list with weapon stats and hirelings use Skerples' Many Rats on Sticks.
  • If you need pursuit and hireling rules, use Arnold K's Lair of the Lamb.
  • If you need a character sheet, it's a lot of fun to make your own on a sheet of lined or dotted (my preferred option) A4/A5. But, I am working on one to print out for RP.
  • In the future, I plan to have all the above and upload an expansion for the game containing...
  • Optional tactical combat options.
  • Pursuit rules.
  • Hireling rules.
  • Dungeon and wilderness exploration.
  • GM stuff like random encounters, and how to convert NPC's from B/X.
  • I'm also working on a Class Folio with my GLOG classes in the same format as the PHB, but A4 so you can staple it to your A4 Character Sheet.


Hack It
Take it all apart, nab the things you like, rip apart the things you don't, ignore it all, tweak here and there. Do what you want with it, steal what you want from it.


Feed Me With Feedback
I'm ravenously hungry for any scraps of feedback I can get my filthy mittens on. 
Please, feed me.
Please.


Credits
The credits are at the end, but I'll put them here too, for good measure - I mean the whole thing is basically just a vault of stolen goods.

Without all these wonderful people, many of whom are on the creative, anarchistic utopia that is the GLOG channel on the OSR Discord, this would never exist...

Arnold Kemp, all hail: https://goblinpunch.blogspot.com/

Kevin Crawford: https://www.drivethrurpg.com/browse/pub/3482/Sine-Nomine-Publishing?term=sine+nomine++

Skerples: https://coinsandscrolls.blogspot.com/

Velexiraptor: https://crateredland.blogspot.com/
  • Thanks for the Bonds table!
Zoeology: https://princesses-and-pioneers.tumblr.com/
  • Thanks for the Drive/Quirk tables!
Ben Milton: http://questingblog.com/

Mike Mearls & Jeremy Crawford: They designed 5e. Some of itisactuallycool,andthus,wasstolen.

Dreaming Dragonslayer: https://dreamingdragonslayer.wordpress.com/
• For the knowledge check procedure.

The Screeching Gretchlings: As well as being the name of my band should I ever make one, I'm actually thanking all the wonderful people on the delightful GLOG
Ghetto channel from the OSR Discord. I love you guys. Thanks for everything, team.

The title is named after my sister. Get better soon.




Sunday, April 12, 2020

GLOG Class: Fighter Redux

Another redux of my previous classes that you can find here. This time, the Fighter - version 2!

As always, here's the PDF version.

Credits:
Lexi - Mimics & Miscreants at https://crateredland.blogspot.com/

Fighter
Hit Die: d6 + 2
Skills: 1: Athletics, 2: Animal Handling, 3: Medicine, 4: Leadership, 5-6: Any Combat

Starting Equipment: Two weapons of your choice, or a weapon of your choice and a shield. Chain armour (AC +4). A war trophy from a past triumph.

Fighter Level 1: Sunder, Fighting Styles
Level 2: Attack Surge, Threat Assessment, +1 Fighting Style
Level 3: Sentinel, +1 Fighting Style
Level 4: Whirlwind of Death, +1 Fighting Style

Sunder
If you sacrifice a piece of combat equipment (shield, weapon, armour), you reduce incoming damage from a successful attack on you by 1d6. If you choose to sunder your shield, you can reduce the damage by 2d6.

Fighting Styles
When wielding the appropriate weapon, you get the bonuses from relevant styles you know. If you are wielding weapons that qualify for multiple styles, all applicable styles apply. If you’re wielding 2 weapons that qualify for different styles, the styles only apply for their specific weapons.

Attack Surge
If you have advantage on an attack, you can forgo it to attack twice that turn instead.

Threat Assessment
After a successful attack, or 10 minutes of uninterrupted observation, you may choose one question to ask the GM about the target creature:

  • How many HD do they have?
  • What’s their AC?
  • How many attacks do they have, and how much damage does each one deal?

If you make strong eye contact with a humanoid, you can ask the GM how many creature’s they’ve killed: None, One or Many.

Sentinel
When a creature disengages, you can still make an attack of opportunity against them, but you have disadvantage on the attack.
You can choose to take attacks aimed at allies adjacent to you.

Whirlwind of Death
When you get a critical hit or kill an opponent, you may make another attack. You can’t make more attacks in a single round than your Fighter Level. Your critical hit range increases to 18-20.

Fighting Styles

1. Archer (missile weapons)
You can shoot inanimate targets within range without making a roll.
You have a knack for headshots and hitting the critical spots - your critical hit range increases to 18-20. If you get a critical hit against a humanoid, deal 3x damage.

2. Brawler (unarmed)
If you score a critical hit with an unarmed strike, the target is stunned for 1 round. Your critical hit range increases to 18-20.
If you hit a target with your first unarmed attack in a round, you can make an additional unarmed attack against them.

3. Crusher (bludgeoning weapon)
If you miss an attack against targets of AC 14 or more, you still deal 1 + STR damage.
When you deal natural 6+ damage with a bludgeoning weapon, you reduce their AC by 1.

4. Dual Wielding (two weapons)
You can add your attribute modifier to the damage of the second attack.
If you hit a target with one weapon, get advantage against them with your other attack.

5. Duelist (one-handed sword)
If an opponent critically fails a melee attack roll against you, you may make a free attack with advantage against them.
Reroll 1s and 2s when rolling damage with a one-handed sword.

6. Greatshield (shield)
When a creature you can see attacks someone adjacent to you, you can use your reaction to impose disadvantage on the attack roll by thrusting your shield in front of your ally.
Shields only count for one inventory slot.

7. Great Weapon (two-handed weapon)
Reroll 1s for damage with two-handed weapons.
You deal 3x damage on a critical hit.

8. Reaver (slashing weapon)
If you miss an attack against targets of AC 13 or less, you still deal 1 + STR/DEX damage.
When you deal natural 6+ damage with a slashing weapon, you inflict a vicious wound on your target, imposing disadvantage on their next attack.

9. Spearwall (reach, piercing melee weapon)
When you’re wielding a reach, piercing weapon, adjacent allies get +1 AC.
You deal 2x damage on a charge or when readied against a charge (doesn’t stack with critical hits).

10. Throwing (throwing weapon)
You can throw at targets within long range without incurring disadvantage.
You can throw a throwing weapon on your person as a bonus attack on your turn if you have a free hand.


Saturday, March 28, 2020

GLOG Class Redux: Druid

Hope everyone's well.

I'm working on a new GLOG hack, basically still Runaway Princesses but with more Stars Without Number and other Kevin Crawford system influence. I don't know what it will end up looking like, but for now, I'll post the classes I've been re-doing as I go. I think they're stronger overall, and easily compatible with both Runaway Princesses and the GLOG hack of your choice.

Here's the druid - which for me are more happy-clappy wildlings who love plants and animals than Arnold's savagery incarnate interpretation (http://goblinpunch.blogspot.com/2014/09/7-myths-everyone-believes-about-druids.html).

Druid

Starting HD: d6 - 2
Starting Skills: 1: Animal Handling; 2: Arcana; 3: Insight; 4: Medicine; 5: Perception; 6: Survival
Starting Equipment: quarterstaff, spellbook, seeds for a mundane plant of your choice.

Druid Level 1: Wild Shape, Spellcasting.
Level 2: Wildspeak, +1 spell (1-6).
Level 3: Wild Aspect, +1 spell (1-8).
Level 4: +4 spells (1-8).

Druidic Heresy: You lose all your shapeshifting and spellcasting powers if you knowingly touch metal. You get them back if you destroy something civilized that is more important than the last civilized thing you destroyed.

Wild Shape

Level 1: You have Shapeshifting Dice (SD) equal to your Druid Level, which are d6’s. You can spend them to shapeshift into mundane animals you have seen before. You must spend at least 1 SD for each HD of the creature you’re shifting into. SD that roll 1-3 return to your pool to be spent again. If your SD roll triples, you are trapped in your new form until you Rest. If your SD roll quadruples, gain a Mutation (it affects all your forms).

When you shapeshift:

  • You can’t cast spells.
  • You communicate as the animal.
  • Your equipment morphs into your new form. 
  • You must turn back into your natural form before shapeshifting again. 
  • You use the animal’s stats and features but keep your mental stats (INT/WIS/CHA). 
  • Your wild shape has [sum] HP, which you adopt as a separate HP pool. When it hits 0 HP, you revert to your normal form and any excess damage goes through to your normal HP pool. 
  • Each form lasts up to Druid Level hours, unless you decide to revert before, or hit 0 HP.

Guide for wild shape stats:

  • Assume AC 11, but use AC 13 for tough, strong creatures, AC 15 for agile, tricky creatures.
  • Add HD to attacks.
  • HD 1 damage = 1d4; HD 2 = 1d6; HD 3 = 1d8; HD 4 = 1d10.
  • Assume Saves of 15, unless the creature should have a strong Save, in which case, subtract their HD from 15 to get their score in that Save. You keep your WIL save.
  • Swarms act as one unit, with a shared HP pool.
  • Apply special features as expected (spiders can walk on walls, horses have double movement speed when galloping, frogs have a sticky tongue).

Examples:
0 HD (treat as 1 HD): Songbird
1 HD: Wolf
2 HD: Horse
4 HD: Bear

Level 2: You can cast spells while in your Wild Shape, and you don’t have to return to human form before shapeshifting again.

Spellcasting

You have 1 Magic Dice (MD) equal to your Druid Level which you use to cast spells, which are d6's. Use a different colour to distinguish them from your SD.

Starting Spells: You start with two random Spells (1-6) or may choose two Spells (1-4). 
New Spells: Roll randomly. If you want even more spells, specific spells, or emblem spells, you must quest for them.

Cantrips can be used freely:
  • You instantly make a flower blossom, a seed open, or a leaf bud bloom.
  • You create an instantaneous, harmless sensory effect, such as falling leaves, a puff of wind, the sound of a small animal, or the faint odour of manure.
  • You create a tiny, harmless sensory effect that predicts what the weather will be tomorrow at your current location. The effect lasts for about a minute, and might manifest as a golden orb for clear skies, a cloud of rain, falling snowflakes for snow, etc.

Wildspeak

Level 1: You can speak with animals - they're still animals though, so don't go expecting nuanced, multifaceted 
epistemological discussions with a donkey.
Level 2: You can speak Common while in your Wild Shape.

Wild Aspect

Level 1: While in your normal form, you can spend 1 SD to take on one aspect of an animal: a frog's tongue, an eagle's eyes, 
a fish's gills. You can only have one aspect of an animal at a time, and SD do not return to your pool when spent this 
way.
Level 2: SD spent on an aspect that roll 1-3 return to your pool to be spent again.

DRUID SPELL LIST

1: Barkskin
Range: touch Target: creature Duration: 1 minute
The target's skin gains an extra layer of super tough bark. For the duration of the spell, their AC cannot be lower than 15 + [dice]. 
However, their movement speed takes a 10ft penalty, and they are extremely flammable.

2: Entangle
R: 60ft T: [dice]x10ft square D: [sum] minutes
Grasping vines sprout from the ground. The area becomes difficult terrain, and anyone in the area or passing through it must make a FOR save or be caught and restrained by the vines. At the start of their turn, they can use their action to make a Strength check to break free.

3: Healing Spirit
R: 30ft T: point D: [sum] rounds
You conjure a healing spirit. What does it look like? If a creature begins or ends its turn adjacent to, or in, the spirit's space, you can have the spirit heal the creature for 1d6 HP.

4: Thorn Whip
T: self D: [sum] rounds
You conjure a thorny vine which forms itself into a long whip for you to use. It has a range of 30ft, deals 1d6 + [dice] damage, and if a target who takes damage is large or smaller, you can pull them 10ft closer to you.

5: Speak with Tree
R: touch T: tree D: 10 minutes
Allows you to ask a [dice] questions of a tree that you touch. Trees are fairly intelligent. They know about weather and have a great sense of time, but they have a hard time differentiating between animals, except by size. They also gossip among themselves and 
may have gossip from distant lands.

6: Locate Animal
R: [dice] miles T: creature D: [dice] hours
Name a common animal. You know where the nearest example of the animal is. If the area is infested with manticores, they count as common creatures.

7: Fog Cloud
R: 120ft T: [dice]x10ft radius sphere D: [dice] minutes
You conjure an opaque fog cloud forming a radius sphere of [dice]x10ft.

8: Call of the Wild
R: 30ft T: Point
You can summon up to [sum] HD of animals to your location. These animals will not be innately loyal to you, and once they come to you, will return to acting as animals of that type usually do. The type of animal summoned will be something found in the area, but you may specify it when you are casting the spell. For example, if you are in a city, you could specify that you are trying to summon [sum] HD of pigeons, or if you are in a forest, you could specify that you are only summoning deer.

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.