Rogue: Base Class


Description

Rogues are often seen as thieves or burglars, but this is not the real essence of the Rogue. A Rogue is an agile warrior, whose expertise with the throwing dagger is unrivaled. It is true that many Rogues are attracted to the less legal side of life, and it is true that most prefer a good ambush from behind than a face-to-face sword fight, but Rogues are not always this way. There are a few that rely on their speed and cunning to simply out-fight their opponents. The Rogue is great at supporting fire, and what they lack in armor and brute force, they make up for in speed, cunning and deadly skill.

Although Rogues are not often seen in history, there are a number of them in fantasy literature. Grey Mouser from the Lankhmar books or Silk from David Eddings’ Belgariad series. There are even examples like Willie Garvin from the Modesty Blaise novels or Bilbo or Frodo Baggins from Tolkein's classic works. Rogues are often portrayed as fast, cunning and infinitely resourceful.

The Rogue of Tempest brings in heavy supporting fire. There are few things more worrisome than a Rogue with their daggers. They tend to snipe from a distance, only engaging in combat when they know that they can get in killing blows while using their dodging abilities to remain unharmed. Rogues also have great ability with locks, traps and poisons, and make a worthy addition to a team.

Rogue garb ranges from the blacks and dark grays of the assassin to the drab grays and browns of the poor pickpocket. Some Rogue characters prefer fancier garb, especially those who survive more by their contacts and charm than their invisibility. A bandoleer of throwing daggers is a good accessory for any Rogue character.

Attacking From Behind

A number of Rogue Powers reference attacking “from behind.” In order to count as an attack from behind, the Rogue must have one foot on the back side of a line created by the target’s shoulders and must strike with a hand that is also behind that line. These rules include thrown weapon attacks, and the check for these requirements occurs when the call is made, which should be when the strike lands. “From behind” Powers will always be usable against targets that are helpless or willing. An attack that must come “from behind” which doesn’t for some reason, becomes a normal attack (for example: the opponent turns, the attack hits the wrong target, etc.). In this case it is up to the Rogue to let the target know that they should take the normal uncalled damage of one.

Starting Skills

Multiclass Skills

Note: If the character selects an option and already has the maximum amount of any of the selected skills, the costs for those skills will be refunded instead.

Class Progression Table

Class

Level

Utility Powers

Basic
Powers

Advanced
Powers

Class
Bonuses

1

0

1

-

Deflect Projectile

2

1

1

-

Backstab

3

1

2

-

+1 Base Maximum Spikes, Shiv

4

2

3

-

Loot, Dodge

5

2

4

-

Rogue’s Touch

6

3

4

1

+1 Base Spike Damage

7

3

5

1

Practiced Skill

8

4

5

2

Escape Plan

9

4

5

3

+1 Base Maximum Spikes

10

4

5

3

Sinister Strike

Note: Archetype Rogues gain 1 additional Utility Power and Basic Power per the Primary Training Archetype Power.

Note: Life Points and Maximum Spikes can be found in the Character Level Table.

Rogue Innate Powers


Deflect Projectile [Innate]

Requirement: Rogue Level 1

Incantation: None

Call: “Counter, Deflect!”

Target: Self                                        Duration: Passive        

Delivery: None                                        Refresh: Focus Quick 100

Accent: None                                        Effect: Counter

The Rogue can Counter any thrown weapon or projectile attack made from another character as long as the Rogue catches or deflects with their hands the Thrown Weapon or Projectile before it hits a part of the Rogue that isn’t their hands, ground, or comes to rest.

Shiv [Innate]

Requirement: Rogue Level 3

Incantation: None

Call: None

Target: Self                                        Duration: Passive

Delivery: None                                        Refresh: None

Accent: None                                        Effect: None

Whenever the Rogue performs a basic Spike attack from behind or performs a Sinister Strike, if they use a Hand weapon, they may increase their Base Damage by +1 for that attack. This is a Base increase, and not affected by Stacking.

Loot [Innate]

Requirement: Rogue Level 4

Incantation: None

Call: “Instruction to Helpless: Give me your valuables.”

Target: Individual                                Duration: Instantaneous

Delivery: Touch                                        Refresh: Special

Accent: None                                        Effect: Instruction

Instead of searching a target, the Rogue can quickly size up a helpless or willing creature and determine where to search. Please note that, like searching, this should not include any actual touching without express pre-negotiated consent. The Rogue can search instantaneously, rather than waiting the Quick 100. This ability refreshes when loot is collected or the target indicates they have none.

Rogue’s Touch [Innate]

Requirement: Rogue Level 5

Incantation: None

Call: “Rogue’s Touch”

Target: Special                                        Duration: Instantaneous

Delivery: RP                                        Refresh: Short Rest

Accent: None                                        Effect: Special

While attempting a mundane lock, the character can call “Rogue’s Touch” if there is some negative effect to failing the lock, or failing to pick it in a certain amount of time. This will not Counter the negative effect, but will allow the character to try again from the beginning. So if the Rogue had to pick a lock within one minute or take a Death Effect, they could take the minute, and as soon as the fact that there was a consequence for failure announced, they could call “Rogue’s Touch” and take another minute. If they do not immediately re-start the attempt or totally disengage from the lock, the consequence occurs.

At 10th level, the Rogue may do this twice on the same lock.

Rogue Archetype Powers


Primary Training [Archetype]

Requirement: Level 2 Rogue

The Rogue gains an additional Utility Power and Basic Power from the Rogue Class Powers.

Backstab [Archetype]

Requirement: Rogue Level 2

Incantation: None

Call: None

Target: Self                                        Duration: Passive

Delivery: None                                        Refresh: None, Long Rest

Accent: None                                        Effect: None

Whenever the Rogue performs a basic Spike attack from behind or performs a Sinister Strike, the blow does +1 Base Damage. This is a Base increase, and not affected by Stacking.

In addition, if the blow is not Countered, the Rogue may refresh a Spike. This Refresh may be done a number of times equal to the Rogue’s Maximum Spikes per Long Rest. However, each unique target may only grant one Spike Refresh to the Rogue; this limitation is reset when the Rogue Short Rests.

 

Dodge [Archetype]

Requirement: Rogue Level 4

Incantation: None

Call: “Counter, Dodge”

Target: One attack by Weapon or Packet delivery        Duration: Instantaneous

Delivery: None                                                Refresh: Short Rest

Accent: None                                                Effect: Counter

Dodge is a Counter to any attack made with a Weapon or Packet delivery. Upon being struck with such an attack the player should call “Counter, Dodge” and consider the attack Prevented.

Focused Results [Archetype]

Requirement: Level 6 Rogue, 0 Levels in any other Base Class

The Rogue gains an additional Utility Power and Basic Power from the Rogue Class Powers.

Practiced Skill [Archetype]

Requirement: Rogue Level 7

Incantation: None

Call: None

Target: None                                        Duration: Passive

Delivery: None                                        Refresh: None

Accent: None                                        Effect: None

The Rogue has become an expert in their work. For every 3 Rogue Class-levels they may choose one Rogue Basic Power that can be taken multiple times and count as having that power an additional time. These additional powers do not count towards the maximum number of powers active. This power does not let you exceed the number of times you can take a selected power.

Escape Plan [Archetype]

Requirement: Rogue Level 8

Incantation: None

Call: “Grant Insubstantial to Self”, “Dispel Insubstantial to Self”

Target: Self                                        Duration: Slow 60

Delivery: None                                        Refresh: Event

Accent: None                                        Effect: Insubstantial, Dispel Insubstantial

The character can escape from a space they would otherwise have difficulty escaping from. Once per Event, they can go insubstantial by calling “Insubstantial to Self” and must then immediately walk slowly out of the space. Once outside the space, they no longer need to walk, and can remain insubstantial for a Slow 60 before calling “Dispel Insubstantial to Self.”

Sinister Strike [Archetype]

Requirement: Rogue Level 10

Incantation: None

Call: None

Target: Self                                        Duration: Passive

Delivery: None                                        Refresh: None

Accent: None                                        Effect: None

Whenever the Rogue makes an attack from behind, they may choose to expend a Spike to instead make an attack with the Effect Double X, where X is the Rogue’s Base Damage. Recall that the Rogue’s Base Damage is altered by Backstab and Shiv (and possibly other skills and powers).

Rogue Class Skills


Serious Knots - 3 CP [Class]

Requirement: Rogue Level 3

Incantation: RP Slow 60: Tying a set of Bindings

Call: “[Name or Description] Short Instruction: You may not get out of these bindings without help.”

Target: One Helpless Individual                        Duration: Short Rest

Delivery: RP                                        Refresh: Focus Quick 100

Accent: None                                        Effect: Instruction

The Rogue can tie people up so well that it is almost impossible for them to escape on their own, this may only be done on someone that is Helpless. The bindings can be shackles, ropes, or similar, but the person tied up will not be able to get out without outside aid - remember that the character should be restrained, and not the player.

Mask of Deception - 1 CP [Class]

Requirement: Rogue Level 5

Incantation: None

Call: None

Target: Self                                        Duration: Passive, Instantaneous        

Delivery: None                                        Refresh: Immediate

Accent: None                                        Effect: Obfuscate

If your form is hidden by appropriate clothing, you may circumvent attempts to expose your location. You must be masked and hooded to use this skill, and you cannot have any skin showing except for the eye holes or eye slit in your mask or cowl. While you are dressed this way, you may expend a Spike to gain Obfuscate vs Expose once. As with all Obfuscate powers, you do not need to announce when you are using this power.


Trap Sense - 2 CP [Class]

Requirement: Rogue Level 6

Incantation: None

Call: “Counter, Trap Sense”

Target: One Trap Effect                                Duration: Instantaneous

Delivery: None                                        Refresh: Immediate

Accent: None                                        Effect: Special

Any time the Rogue is affected by a trap, they can use this power as a Counter, although it does not completely negate the effects of the trap. If the trap does enough damage that the Rogue would drop to 0 or fewer Life Points, instead they are reduced to one Life Point. If the Rogue takes a Death Effect, they take a Drain Effect and drop to one Life Point instead. Any other Effects and damage are taken normally. A Final trap effect cannot be stopped by Trap Sense.

Retreat - 3 CP [Class]

Requirement: Rogue Level 8

Incantation: None

Call: “Grant Insubstantial by Darkness”, “Dispel Insubstantial”

Target: Self                                        Duration: Slow 30

Delivery: None                                        Refresh: Immediate

Accent: Darkness                                Effect: Grant Insubstantial, Dispel Insubstantial

After the character has recovered from a Dying state (not Dead), they may immediately go insubstantial for a Slow 30. They must move towards a location that is outside melee range of any perceived enemies. At the end of thirty seconds, they must Dispel their insubstantial Condition by calling "Dispel Insubstantial." Recall that when insubstantial, the player has a duty to inform anyone that inspects, closely interacts with, or plans to attack their character.

Rogue Utility Powers


Acquired Resistance [Utility]

Incantation: None

Call: ”Resist”

Target: Self                                        Duration: Passive

Delivery: None                                        Refresh: Short Rest

Accent: None                                        Effect: Resistance

The Rogue has spent time taking micro-doses of poison in order to build up a mild resistance. Once per Short Rest, the Rogue may resist one Poison-accented Attack or Effect.

Back Alley Deals [Utility]

Incantation: None

Call: None

Target: Special                                        Duration: Instantaneous

Delivery: Special                                Refresh: Event

Accent: None                                        Effect: Special

The Rogue gains the Fence Skill (3). In addition, the Rogue has a number of shady underworld contacts who can provide various favors and services. Once per Event, the Rogue can go to Staff, and bring up to three allies, and ask for one of each the following favors, pay the required cost, and get what they are looking for:

Bard - Spread rumor information: 6 Wealth.

Barkeep - Get rumor information on one named individual: 10 Wealth.

Priest - Heal to full: 4 Wealth. The Rogue may pay this price for each character that comes with them to perform their Back Alley Deals up to 3 additional Characters)

Fence - Sell an item at 100% of standard value, minus any duration or charges used: 2 Wealth.

Medium - Get a prophetic answer to a question: 8 Wealth.

Pusher - Get one dose of an Apprentice level Alchemy preparation: 8 Wealth.

Smuggler - Get 3 of any one Basic Resource: 6 Wealth.

If the Rogue uses this skill as part of their Pre-Registration, the costs are halved.

Catfall [Utility]

Incantation: None

Call: “Counter, Catfall”

Target: Self                                        Duration: Instantaneous

Delivery: None                                        Refresh: Focus Quick 100

Accent: None                                        Effect: Counter

The Rogue gains the Agility Character Perk. In addition, the character may Sacrifice a Life Point to Counter the damage and effects from one fall.

For Example: Avana, climbing across a narrow ledge, slips and falls forty feet to the sharp rocks below, normally taking 10 damage and a Disable to both legs. Instead, they sacrifice one Life Point to call “Counter, Catfall” and negate the effects of the environmental damage from the fall.

Ill Gotten Gains [Utility]

Incantation: None

Call: “Heal 1”

Target: Self                                        Duration: Instantaneous

Delivery: None                                        Refresh: Immediate

Accent: None                                        Effect: Heal Self

If you search a not previously searched enemy and find one or more Wealth as a result, you may call “Heal 1,” this call can’t be modified.

Keen Hearing [Utility]

Requirement: Rogue Level 6

Incantation: Focus Quick 100

Call: “By My Voice, Subtle Expose Living”

Target: Area                                        Duration: Instantaneous        

Delivery: Voice                                        Refresh: Short Rest

Accent: Sound                                        Effect: Expose

The Rogue can listen intently for a moment and then pinpoint living creatures around them, even those hidden in the shadows or bushes.

Leap [Utility]

Incantation: RP: Running and Jumping a big gap

Call: “Leap”

Target: Self                                        Duration: Instantaneous

Delivery: RP                                        Refresh: Focus Quick 100

Accent: None                                        Effect: Special

The Rogue can make an enormous leap. In any situation where it can be done safely (for the player, not the character) the Rogue may make a single leap that is the length of one jump and one step. The player can take one leap and then an additional step (one foot must stay on the ground during the step) to get to the location that the character is leaping to.

Alternatively, the Rogue can make a vertical leap to reach something three feet above their head.

The Rogue should let out a loud grunt or other sound of exertion when he leaps and should role-play both the jump and the landing.

Mine [Utility]

Incantation: Focus Slow 120

Call: “[Name or Description] 8” or “[Name or Description] 12 by Poison”

Target: Individual, Self                                Duration: Instantaneous        

Delivery: Verbal                                        Refresh: Upon Discharge

Accent: None, Poison                                Effect: Special

The Rogue can booby trap themself so that they are the only one who can access their equipment and pouches. The Rogue should spend a Slow Count of 120 preparing their pouches, pockets and garb with the trap. They may decide whether to build a mechanical or chemical trap at the time of creation.

If the Rogue is searched before the next Long Rest, a mechanical trap will do 8 points of damage (as a Verbal) to the searcher. A chemical trap will do 12 points of Poison damage to the searcher. Either trap should be called as soon as someone starts a search of the Rogue (whether conscious or not).

Studded Leather Armor [Utility]

Whenever the Rogue is physically representing and using 4 or less Armor Points of physical armor, they gain one additional point to their maximum Armor Points. This is a Base change.

Size Up [Utility]

Incantation: Focus Quick 100

Call: “[Name or Description], Subtle Discern by Mind: Do you have [X] or more Wealth on you right now?”

Target: Individual                                Duration: Instantaneous

Delivery: Verbal                                        Refresh: Immediate

Accent: Mind                                        Effect: Discern

The Rogue has a practiced eye in finding big fish” and can, with careful observation, tell a lot about how much wealth a person is carrying. They use various clues and all their senses to tell if someone is carrying more than [X] Wealth with them, where [X] is a number of their choice. They must observe the target carefully for a Focus Quick 100 before making the Call. This skill may only be used once per Short Rest on any given target.

Reload [Utility]

Incantation: None

Call: “Insubstantial”, “Dispel Insubstantial”

Target: Self                                         Duration: Special

Delivery: None                                         Refresh: Short Rest

Accent: None                                         Effect: Grant Insubstantial, Dispel Insubstantial

The Rogue can only use this ability after moving off to a location removed from combat. They then go insubstantial and can return to the battle and collect their personally owned projectile ammunition, thrown weapons, spell-packets, or spell-balls. Once they have collected a maximum of six, they must return to their original location and Dispel their insubstantial Condition by calling "Dispel Insubstantial." While insubstantial the rogue can do nothing besides collect their personal objects listed above.

Throat Slit [Utility]

The Rogue gains the Deathgrip (1) and Holding On (1) Physical Perks, as well as the Execute Power below:

Execute

Incantation: None

Call: “Death to Helpless”

Target: Helpless Individual                        Duration: Instantaneous        

Delivery: Weapon                                Refresh: Immediate

Accent: None                                        Effect: Death

Instead of doing a Death Blow, the character can instead use Execute to instantly kill a Helpless creature.

Way of the Blade [Utility]

The Rogue gains the Two Weapon Style (2) and Weapon Specialization (4) in one of the following weapons:  Shortsword, Thrown Weapon, or Dagger.

In addition, the Rogue may expend a Spike to add the Accent Agony to any unaccented attack.

Basic Rogue Powers


Blunt End [Basic] (2)

Incantation: None

Call: “Quick Sleep by Force”

Target: Individual                                Duration: Quick 100

Delivery: Thrown Weapon                        Refresh: Long Rest

Accent: Force                                        Effect: Sleep

The Rogue is pretty handy with their Thrown Weapons, and knows just how to handle them to make the flat of the blade strike their opponent. While not damaging, the strike is still effective, weakening their foe for a short time.

Concealed Dart [Basic]

Incantation: Focus Quick Count 30

Call: “Wounding [Life Point Maximum]” or “Quick Sleep”, or “Short Silence”

Target: Individual                                Duration: Instantaneous, Quick 100, Short Rest

Delivery: Thrown Weapon                        Refresh: Short Rest

Accent: None                                        Effect: Sleep, Wounding, Silence

This Power can only be used with a Thrown weapon and it can only be used out of combat, generally to start a fight. The attack can be used to do one of three effects. It can do a Wounding attack that does damage equal to the Rogue’s Maximum Life Point total, it can do a Quick Sleep Effect, or it can cause a Short Silence Effect.

Evasion [Basic]

Incantation: None

Call: “Counter, Dodge”

Target: One Attack                                Duration: Instantaneous

Delivery: None                                        Refresh: Short Rest

Accent: None                                        Effect: Counter

While the Rogue has no Maximum Armor and no Barrier, the Rogue may, once per Short Rest, Counter a Weapon or Packet attack that hits them. The appropriate call for this Counter is “Counter, Dodge.”

Flash Attack [Basic] (3)

Incantation: None

Call: “Short Weakness”

Target: Individual                                Duration: Short Rest

Delivery: Weapon                                Refresh: Short Rest

Accent: None                                        Effect: Weakness

The Rogue can land a blow slicing the tendons of an enemy in an attempt to weaken the target.

Hamstring [Basic] (3)

Incantation: None

Call: “Short Root by Force”

Target: Individual                                Duration: Short Rest

Delivery: Weapon                                Refresh: Short Rest

Accent: Force                                        Effect: Root

                

The Rogue can land a blow of force and surprising fury, pinning the target so that the Rogue can escape.

Improvised Weapon [Basic]

Incantation: RP: Mime throwing a non-weapon object.

Call: “[Name or Description] X”

Target: Individual                                Duration: Instantaneous

Delivery: Verbal                                        Refresh: Short Rest

Accent: None                                        Effect: None, only damage

In the right hands, anything is a weapon - a pencil, a cup, or even a coin. The Rogue may use a Spike to “Throw” non-weapon object as a weapon once to call “[Name or Description] [X],” where X is the Rogue’s current Spike Damage.

Keen Eye [Basic] (3)

Incantation: Focus Quick 100

Call: “Keen Eye”

Target: Self                                        Duration: Instantaneous

Delivery: None                                        Refresh: Long Rest

Accent: None                                        Effect: Special

The Rogue looks over the chest or container, picking up on any potential subtleties, Focusing for a Quick Count of 100. The Rogue should then go to the Item information card and read the appropriate information. The Rogue can use this Power once per Long Rest.

Precision Strike [Basic]

Incantation: None

Call: Piercing 3“

Target: Individual                                Duration: Instantaneous

Delivery: Weapon                                Refresh: Long Rest

Accent: None                                        Effect: Piercing

While making an attack from behind, the Rogue can expend a Spike to call “Piercing 3,” this call cannot be altered. If this power is Prevented, this power immediately Refreshes, but must be used on a different target.

Quick Nap [Basic]

Incantation: None

Call: “Heal 1”, “Cure Slept”

Target: Self                                        Duration: Instantaneous

Delivery: None                                        Refresh: Long Rest

Accent: None                                        Effect: Heal, Cure

Anytime after the character has been Dying or Slept for a Slow Count of 30, they may Heal themself for 1 Life Point (and thus is no longer considered Dying), and the Slept condition is Cured. The character need not be conscious to use this Power.

Reflexive Strike [Basic]

Incantation: None

Call: “Wounding 2”

Target: Individual                                Duration: Instantaneous        

Delivery: Weapon                                Refresh: Instantaneous

Accent: None                                        Effect: Wounding

Whenever the Rogue uses a defense that has the call “Dodge”, they may immediately make an attack with the call “Wounding 2.” This attack must be the next attack the Rogue makes, or this power is wasted.

Rogue’s Aim [Basic] (3)

Incantation: None

Call: “Wounding X”

Target: Individual                                Duration: Instantaneous

Delivery: Thrown Weapon                        Refresh: Short Rest

Accent: None                                        Effect: Wounding

The Rogue may add the Wounding effect to one thrown weapon once per Short Rest. If the attack already has Wounding this changes the Wounding effect to Double. This call can’t otherwise be modified in any way.

Scarper [Basic] (2)

Incantation: None

Call: Cure [Condition]

Target: Self                                        Duration: Instantaneous

Delivery: None                                        Refresh: Short Rest

Accent: None                                        Effect: Cure

The Rogue can Cure one Condition that keeps them captive. This can be Imprisoned, Slowed, or Rooted. This can also be used to escape from one set of physical bonds. This includes tied ropes, shackles, the chain attaching the Rogue to the wall, or other bonds, but not enclosures like prisons or cages. This will not free the Rogue from Serious Knots.

Scavenge Armor [Basic]

Incantation: Focus Quick 100

Call: “Mend 2”

Target: Self                                        Duration: Passive        

Delivery: None                                        Refresh: Immediate

Accent: None                                        Effect: Mend

If the Rogue searches or Scavenges a creature and finds a Scavenging Token or sees that the creature is wearing physical armor, they can immediately use parts of the armor or Scavenging Token to “Mend 2” points of their own armor. When the Rogue finds a Token and uses this power, it expends the Token, and that Token should be taken to the Ashbin when possible.

Unburdened Speed [Basic]

Incantation: None

Call: “Counter, Dodge”

Target: One attack by Packet or Weapon                Duration: Instantaneous

Delivery: None                                        Refresh: Short Rest

Accent: None                                        Effect: Counter

The Rogue may Counter one Packet or Weapon attack that strikes you so long as you are not using any type of shield.

Uncanny Perception [Basic]

Incantation: None

Call: “Counter, Dodge

Target: One Attack From Behind                        Duration: Instantaneous

Delivery: None                                        Refresh: Short Rest

Accent: None                                        Effect: Counter

The Rogue can Counter a Weapon or Packet attack that hits them from behind. The appropriate call for this Counter is “Counter, Dodge.”

Waylay [Basic]

Incantation: None

Call: “Short Sleep

Target: Individual                                Duration: Short Rest

Delivery: Weapon                                Refresh: Focus Quick 100

Accent: None                                        Effect: Sleep

This Power can only be used out of combat. The Rogue can expend a Spike to use a Hand Weapon to make an attack from behind which will knock out the target, causing the Sleep Effect. If the Rogue places their weapon against their target (while validly “from behind”) and leaves it there, they can Call the attack at any time, including the initiation and first moments of combat.

Note: The weapon should be placed against a valid hit location, not against the throat or head.

Rogue Advanced Powers


Ambush [Advanced]

Incantation: None

Call: “Short Drain by Agony”

Target: Individual                                Duration: Short Rest

Delivery: Weapon                                Refresh: Short Rest

Accent: Agony                                        Effect: Drain

When attacking from behind, the Rogue can spend the effort to ensure their blow is particularly effective at removing their opponent’s abilities. When the Rogue makes an attack from behind, they may call “Short Drain by Agony.”

Bloodthirst [Advanced]

Incantation: None

Call: None

Target: Self                                        Duration: Passive

Delivery: RP                                        Refresh: Special

Accent: None                                        Effect: Special

Whenever the Rogue Deathblows a Helpless creature, and it is not Prevented, they may Refresh one Spike. This includes uses of the Throat Slit utility power. This Power refreshes after a Short Rest, or after the Rogue makes a "from behind" attack against an opponent.

Breach [Advanced]

Incantation: Focus Quick 30

Call: “Grant Insubstantial”, “Dispel Insubstantial”

Target: Self                                        Duration: Slow 30        

Delivery: None                                        Refresh: Long Rest

Accent: None                                        Effect: Grant Insubstantial, Slow, Dispel Insubstantial

After a moment’s focus (Focus Quick 30) the character can cause themself to go insubstantial for a Slow Count of 30. During this time, although insubstantial, the character is also slowed. The Power is often used to get past enemy lines, especially through tight, guarded doorways. While the character is insubstantial, they need to be very careful not to push past others, especially given the limited duration of the Power. At the end of the count they must call “Dispel Insubstantial.” The Rogue may end the count early by making the “Dispel Insubstantial” call.

Bypass Glyph [Advanced]

Incantation: None

Call: “Bypass Glyph”

Target: Self                                        Duration: Special, Sixty Seconds

Delivery: None                                        Refresh: Long Rest

Accent: None                                        Effect: Special

The Rogue can use this Power to perform actions that would normally activate a Glyph, without activating it. Bypass Glyph can only be used on any one Glyph once per Long Rest, but for sixty seconds, it will not activate because of the Rogue’s actions.

Contract Killing [Advanced]

Incantation: RP: “Bounty against [Individual’s Name]”

Call: “Grant Bounty”

Target: Individual                                Duration: Event

Delivery: None                                        Refresh: Event

Accent: None                                        Effect: Grant Plus Damage

The Rogue may place a contract on a named individual by going to the Plot Staff and paying a Bounty of 20 Wealth. This Bounty will be held by Plot Staff, and may be added to by characters and NPCs as outlined below.

For the duration, all characters who have this power (or similar ones), may provide proof to the Plot Staff of the death of the target, and collect the Bounty.

For the duration of the Bounty, the Rogue gains +1 Bonus Base Damage against the Target. They may only have one bonus against a single target at any one time.

For this Bounty to be active, the Rogue must post the individual’s name, likeness, and description in at least three conspicuous locations. If the posters are removed and the Rogue does not replace them after becoming aware, the Bonus is removed and Bounty ends.

If a Rogue has this power, and finds a Bounty poster, they may add 10 Wealth to the Bounty (by going to Plot) to gain the same Bonus without expending their use of this power.

Elsewhere [Advanced]

Incantation: Focus Quick 100

Call: “Grant Spirit Form”

Target: Self                                        Duration: Special

Delivery: None                                        Refresh: Event

Accent: None                                        Effect: Grant Spirit Form

The Rogue allows their desire to escape the situation to pull them past the bounds of life itself. They take Spirit Form, carrying their equipment with them, and head to the Spirit Well. Once there the Rogue’s player should talk to Staff, who will find a time and place for the Rogue to re-enter the world of the Living. Until they complete a Long Rest, they will be inherently drained by their experience in the other form. The Rogue cannot use this Power to escape captivity as it will not allow the Spirit to walk through walls or bars, or to escape bonds. The Rogue may remove the Inherent Drain by completing a two hour NPC shift.

Elude [Advanced]

Incantation: None

Call: “Counter, Elude

Target: One attack not by By My Voice Delivery                Duration: Instantaneous

Delivery: None                                                Refresh: Short Rest

Accent: None                                                Effect: Counter

Elude may counter any attack that is delivered by a Weapon, Packet, Verbal, or “to Room.” Upon being struck with such an attack the player should call “Counter, Elude.”

Fan of Blades [Advanced] (3)

Incantation: None

Call: “Double 3”

Target: Individual                                Duration: Instantaneous

Delivery: Thrown Weapon                        Refresh: Short Rest

Accent: None                                        Effect: Double

The rogue may throw several weapons in rapid succession with exceptional accuracy. The Rogue may make an attack with a thrown weapon with the call “Double 3.” This call may not be altered.

Flat Catch [Advanced]

Incantation: None

Call: “Counter, Flat Catch

Target: Self                                        Duration: Passive

Delivery: None                                        Refresh: Immediate

Accent: None                                        Effect: Counter

As long as the Rogue has nothing in hand and no shield attached to the arm, they can Counter any melee damage that hits that lower arm (from the elbow to the tips of the fingers). They can only Counter attacks that do damage; any weapon-delivered Effect including Wounding and Piercing cannot be Countered with this Power. The Rogue should call “Counter, Flat Catch” when countering an attack with this.

A player using Flat Catch must have adequate protection on their arm, such as a bracer, cloth wraps or otherwise to ensure that the player is not injured by repeated blows to the same area over the course of an event. Such padding should be checked in with a Weapon Marshal, however, Staff has final say on appropriate protection for this skill.

Hidden Soul [Advanced]

Incantation: None

Call: None

Target: Self                                        Duration: Instantaneous

Delivery: None                                        Refresh: Immediate

Accent: None                                        Effect: Obfuscate

The Rogue may expend a Spike to become Obfuscated vs Discern to a single Discern.

Incapacitate [Advanced]

Incantation: None

Call: “Sleep by Force”

Target: Individual                                Duration: Permanent

Delivery: Weapon                                Refresh: Long Rest

Accent: Force                                        Effect: Sleep

When attacking from behind, the rogue may make an attack that will knock out an enemy. If this power is Prevented, this power immediately Refreshes, but must be used on a different target.

Piercing Strike [Advanced]

Incantation: None

Call: “Piercing [X]”

Target: Individual                                Duration: Instantaneous        

Delivery: Weapon                                Refresh: Short Rest

Accent: None                                        Effect: Piercing

One basic Spike attack from behind that the Rogue makes can be given the Piercing Effect. 

Precision Throws [Advanced] (2)

Incantation: None

Call: Grant Wounding

Target: Individual                                Duration: Short        Rest

Delivery: Weapon                                Refresh: Long Rest

Accent: None                                        Effect: Wounding

Once used, this power can continue to be used until the end of the Rogue completes a Short Rest. Thrown weapons the Rogue uses gain the Wounding effect, however, their damage is limited to a maximum of 2. A Rogue may choose to not use the Wounding effect on a thrown attack if they wish to receive a higher damage from a different source.

Reversal [Advanced]

Incantation: None

Call: None

Target: Self                                        Duration: Passive        

Delivery: None                                        Refresh: Immediate

Accent: None                                        Effect: Refresh

Whenever the Rogue uses a defense that has the call “Dodge”, they may Refresh a Spike.

Slice [Advanced] (3)

Incantation: None

Call: Wounding [X]”

Target: Individual                                Duration: Instantaneous        

Delivery: Weapon                                Refresh: Short Rest

Accent: None                                        Effect: Wounding

The character can do one melee attack that will do Wounding damage equal to their Spike Damage. If this attack is done from behind the Rogue may Refresh a Spike.

Toxic Blade [Advanced]

Incantation: None

Call: “Grant Poison”

Target: Self                                        Duration: Short Rest

Delivery: None                                        Refresh: Short Rest

Accent: None                                        Effect: Grant

The Rogue may coat their blades, either thrown or melee with a poison they’ve made from the local flora. By Sacrificing a Night Prize, the Rogue  While this power is active, the Rogue may alter any unaccented attack to the Poison Accent.

When making an attack from behind, the Rogue gains +1 Bonus Spike Damage if their accent remains unchanged from Poison.