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  1. Note

2.1 Class - Rogue

Core Rule System

ROGUE

Life is an endless adventure for those who live by their wits. Ever just one step ahead of danger, rogues bank on their cunning, skill, and charm to bend fate to their favour. Never knowing what to expect, they prepare for everything, becoming masters of a wide variety of skills, training  themselves to be adept manipulators, agile acrobats, shadowy stalkers, or masters of any of dozens of other professions or talents. Thieves and gamblers, fast talkers and diplomats, bandits and bounty hunters, and explorers and investigators all might be considered rogues, as well as countless other professions that rely upon wits, prowess, or luck. Although many rogues favour cities and the innumerable opportunities of civilization, some embrace lives on the road, journeying far, meeting exotic people, and facing fantastic danger in pursuit of equally fantastic riches. In the end, any who desire to shape their fates and live life on their own terms might come to be called rogues.

Role: Rogues excel at moving about unseen and catching foes unaware, and tend to avoid head-to-head combat. Their varied skills and abilities allow them to be highly versatile, with great variations in expertise existing between different rogues. Most, however, excel in overcoming hindrances of all types, from unlocking doors and disarming traps to outwitting magical hazards and conning dull-witted opponents.

Theme: Infiltrator, Assassin, Bandit, Mountebank, Outlaw.

Attribute Bonus
Aptitude +1
Prowess +1
Health: Body x 3
Power: Body x 1

Armour Proficiency: Cloth and Leather
Starting EquipmentA cloth gambeson or leather cuirass, thief’s tools, a hand weapon of choice, a pistol crossbow or recurve bow, 20 bolts or arrows, a rope and hook.



Skill Priority
Primary: Basic
Secondary: Advanced
Tertiary: Combat

Basic Skills

Appraise +10%
Athletics +10%
Concentration +10%
Endurance +10%
Evade +20%
Insight +10%
General Knowledge +10%
Perception +20%
Scavenging +10%
Wardrobe & Style +10%
Choose 1 at +10%

Combat Skills

1 at +20%
1 at +10%

Advanced Skills
Choose 1 at +20%
Choose 4 at +10%

Acrobatics
Devices
Expert
Forgery
Gambling
Investigation
Knowledge*
Logic
Perfromance
Stealth
Streetwise
Thievery
Trade

Rogue Talents

Danger Sense
Casting Time 0, Power 1, Evade 50%+
A rogue gains +20% to Evade on tests to avoid traps In addition, he gains a +20% on Perception tests to avoid
being surprised by a foe.

Evasion
Casting Time 0, Power 1, Evade 65%+
A rogue can avoid even magical and unusual attacks with great agility. If he succeeds at an Evade test against an attack that normally deals half damage on a successful save, he instead takes no damage. Evasion can be used only if the rogue is wearing up to Leather armour. A helpless rogue does not gain the benefit of evasion. Or if he cannot move out of the area of effect or find adequate cover.

Hide in Shadows
Casting Time 1, Power 1/round, Stealth 50%+
A rogue can blend in to shadows and become invisible when standing still +40%to Stealth tests

Move Silently
Casting Time 1, Power 1/round, Stealth 50%+
A rogue can move with utter silence, +40% to Stealth tests.

Locksmith
Casting Time 1, Power 1, Devices 50%+
A rogue has been trained to open locks and can call upon that training to spring a particularly tough lock, the rogue gains a bonus of +10 to a Devices skill test.

Sneak Attack
Casting time 1, Power 1, Weapon Skill used 60%+
If a rogue can catch an opponent when he is unable to defend himself effectively from their attack, he can strike a vital spot bypassing armour. The rogue's attack halves the armour rating anytime her target would be denied an Evade skill test, or when the rogue flanks her target. Ranged attacks can count as sneak attacks only if the target is within 30 feet. The rogue must be able to see the target well enough to pick out a vital spot and must be able to reach such a spot. A rogue cannot sneak attack while striking a creature with total concealment.

Spider Climb
Casting Time 1, Power 1/round, Athletics 60%+
A rogue can climb a distance equal to their movement rate on any solid surface.

Use Magic Device
Casting Time 1, Power 3, Knowledge Arcane 40%+
This talent enables the rogue to read a spell or activate a magic item, the Rogue must possess the skill Knowledge Arcane and pay the power cost. He may then make a Knowledge Arcane test and if he succeeds activate the item/spell. If he fails then nothing happens, if he fails by 10 or more then there is a mishap.