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Okay class: Make me a rogue.


Old Man

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I came across Chad's old "Make Me a Fighter" thread and it occurred to me that the hardest character type to design, for me anyway, is the rogue. Partly because I have trouble playing morally flexible characters, and partly because rogues seem to always play second fiddle to fighters and mages in combat and recon, respectively.

 

So... show me some rogue package deals. I dare you. Bonus points if you can do it in a way that's hard for other game systems to emulate.

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Re: Okay class: Make me a rogue.

 

For this type of Player Character, I find it essential to make a distinction between "morally flexible" and "ethically flexible." PC rogues may have little use for many of the ethical codes of their societies -- robbing or swindling people who can afford it, or even in some sense deserve it; breaking laws in ways that don't seriously hurt anyone, just for the thrill; and so on -- but can still take a strong moral stance on issues of justice, protecting the helpless, fulfilling obligations, keeping their sworn oaths, and the like.

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Re: Okay class: Make me a rogue.

 

There are many different kinds of Rogue. No doubt D&D's designers would be the first to say that a Rogue does not have to be a thief. They can be investigators, spies, assassins, witch hunters, acrobats and many other things.

 

I might post one or two of those possibilities. For now, here is a criminal Rogue, (in 5er), who doesn't actually specialise in stealing things, (though he's not above it either).

 

I haven't bothered with Disadvantages, those tend to be more personal, in my experience.

 

The Enforcer.

 

This man is a thug, but a competent one with a range of abilities. He is equally at home on the rooftops, getting ready to break into a witness's bedroom, as he is on the streets, breaking the fingers of those too poor or stupid to repay their debts. He prefers to force his victims to cooperate through threats or judiciously applied beatings but if greater violence is called for he doesn't hesitate to stick a knife in someone. In a serious fight, against city guards or members of a rival gang, he tends to hang back and support his allies with archery.

 

Characteristics

 

Brawny: +5 STR

 

Handy: +3 DEX

 

Tough: +3 CON

 

Big: +1 BODY

 

Stubborn: +2 EGO

 

Quick: +1 SPD

 

Total Characteristics Cost = 36

 

Skills.

 

Breakfall 12-

 

Climbing 12-

 

+1 with Bows

 

Fast Draw (Knives) 12-

 

Interrogation (Torture) 11-

 

CK: Home 11-

 

KS: Gangs 11-

 

Lockpicking 12-

 

Paramedics 8-

 

Stealth 12-

 

Streetwise 11-

 

WF: Blades, Bows, Clubs, Fist-Loads, Improvised Weapons, Off Hand, Thrown Knives, Axes, and Darts, Unarmed Combat

 

Total Skills Cost = 34

 

Abilities

 

Intimidation: Aid Presence 2d6, Delayed Return Rate (points return at the rate of 5 per 5 Minutes; +1/2) (30 Active Points); Self Only (-1/2), Gradual Effect (1 Minute; -1/2), Conditional Power Only Against One Person Or Group At A Time (-1/2), Limited Power For Threats Or Intimidation Only (-1/2), Incantations (-1/4)

 

Brawler: Hand-To-Hand Attack +1d6 (5 Active Points); Hand-To-Hand Attack (-1/2)

 

Careful Shot: Combat Shooting

 

Lucky: Combat Luck (3 PD/3 ED)

 

Roof Runner: Environmental Movement (no penalties on Rooftops)

 

Knife Man: Lightning Reflexes: +2 DEX to act first with Knife Attack

 

Total Abilities Cost = 30

 

Total Cost of Package = 100

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Re: Okay class: Make me a rogue.

 

Background: Rahlain was born on the streets and orphaned at an early age when his parents were struck down in the Food Riots of 726. Since then, he was taken in by one of their closest associates; a fence named Bannir. Over the years, Bannir trained Rahlain to accurately judge the value of items brought into the store. Rahlain took to the task very quickly. He had a mind for organization and the ability to remember every little detail.

 

His abilities soon led him out into the shadowy night, where he quickly developed other skills. He joined with a second story crew and burgled a few homes. He took to the gambling rackets fairly quickly and he learned the pulse of merchant traffic coming through the city. What sort of goods they would be carrying and where they would be going. All of this he learned while still young.

 

Rahlain quickly bored of the tedium of running a second story gang. In a fit of pique, he decided to have his gang rob a wealthy merchant's villa. The thrill was like nothing he had felt before. Sadly, the job ended with his entire crew tracked down and slain by henchmen of the merchant. Rahlain survived the attempt, but only because he allowed himself to get caught in some minor crime.

 

His experiences inside the jail taught Rahlain a very firm lesson; getting caught was never good. When he got out, he swore that any further jobs would have to be carefully planned out in order to avoid the two very situations that had stung him.

 

Waiting for Rahlain at the prison gates were members of the Thieves Guild. They made him an offer that intrigued him greatly. He could use his natural talents in the fine art of finding information; usually from people that didn't want to part with it. Thus began Rahlain's life as a spy for the Thieves Guild. And more, his contacts that he made spying expanded his horizons so that he could take a few side jobs. Sometimes he even worked for the crown!

 

Personality: Rahlain is actually not invested in being a thief or a spy or any other specific thing. He has lived a life of relatively narrow scope and is always looking to expand his horizons. He is hopping to see more than the inside of the city walls can offer. As such, he would take any opportunity to see more and do more.

 

Powers/Tactics: Rahlain's biggest advantages are the ones that tie him to the city; his contacts and organizational skills. He also has the gamut of typical "rogue" skills to supplement his network of informants. Compared to those trained in combat, Rahlain would be easy meat. When he does fight, he prefers to do so with knives and other easily concealed weapons. He once bested a guardsman in a staff fight, but that was pure luck. (The guardsman didn't think so and has developed a fondness for the boy.) Rahlain has no magical skills or talents whatsoever and would fit handily into a game with low or no magic.

 

[ATTACH=CONFIG]39716[/ATTACH]

 

Design Notes:

Created for Old Man's "Make me a Rogue" thread.

 

I deliberately created Rahlain for the purpose of being good at contacts and networking and almost bone stock average everywhere else. It gives him room to grow.

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Re: Okay class: Make me a rogue.

I wrote up this little fellow some time ago. I know you asked for "packages" not fully developed characters, but some of this one's "lists" - thief, sneak thief, likable rogue, friends in low places, etc. - could be taken as a basis for package deals.

Gibs Lightfinger

Val Char Cost Roll Notes

8 STR -2 11- Lift 75.8kg; 1 1/2d6 [1]

18 DEX 12 13- OCV: 6/DCV: 6

13 CON 6 12-

7 BODY -6 10-

18 INT 3 13- PER Roll 13-

11 EGO 2 11- ECV: 4

18 PRE 3 13- PRE Attack: 3 1/2d6

10 COM 0 11-

3/6 PD 1 Total: 3/6 PD (0/3 rPD)

3/6 ED 0 Total: 3/6 ED (0/3 rED)

3 SPD 6 Phases: 4, 8, 12

5 REC 0

26 END 0

18 STUN 0

Total Characteristic Cost: 22

 

Movement: Running: 5"/10" Leaping: 1"/2" Swimming: 1"/2"

 

Cost Powers END

 

Hobbit

 

13 1) Small: Shrinking (1 m tall, 12.5 kg mass, -2 PER Rolls to perceive character, +2 DCV, takes +3" KB), Reduced Endurance (0 END; +1/2), Persistent (+1/2) (20 Active Points); Always On (-1/2) Notes: Technically illegal. I don't care.

 

4 2) Combat Luck (3 PD/3 ED) (6 Active Points); Limited Power Does not Stack with worn armor (-1/2)

 

5 3) Hand Eye Coordination: +1 with Ranged Combat

 

3 4) Resistant: Power Defense (3 points)

 

1 5) Resistant: Mental Defense (3 points total)

 

1 A bad hobbit is hard to break: Resistance (1 point)

 

5 Gifted Athlete: +4 DEX (12 Active Points); No Figured Characteristics (-1/2), Limited Power Does not add to CV (-1/2), Limited Power Does not effect DEX order (-1/4)

 

4 Clever: +5 INT (5 Active Points); Limited Power Not for Perception rolls (-1/4)

 

2 Charismatic: +5 PRE (5 Active Points); Limited Power Not with PRE attacks (-1/2), Limited Power Does not defend against PRE attacks (-1/2)

 

5 Juggling: Missile Deflection (Thrown Objects)

 

10 Luck never hurts: Luck 2d6

 

Perks

 

2 Reputation: He was Sharkey's protoge (A small to medium sized group) 14-, +2/+2d6

 

Talents

 

3 Ambidexterity (-2 Off Hand penalty)

 

Skills

 

Thief

3 1) Sleight Of Hand 13-

3 2) Lockpicking 13-

3 3) Concealment 13-

3 4) Trading 13-

1 5) +1 with Trading (2 Active Points); Limited Power Only dealing with fences (-1)

3 6) Hoist 13-

3 7) Analyze: Value 13-

 

Sneak Thief

3 1) Stealth 13-

3 2) Climbing 13- 3

3) Shadowing 13-

3 4) Breakfall 13-

3 5) Security Systems 13-

3 6) PS: 2nd story man 13-

1 7) Oratory 13- (3 Active Points); 2 Recoverable Charges (-1)

1 8) Language (Basic Literacy)

 

I'm just an innocent street entertainer!

3 1) Acrobatics 13-

3 2) Contortionist 13-

3 3) PS: Juggling 13-

3 4) WF: Blades, Staff, Thrown Knives, Axes, and Darts, Thrown Rocks

 

Likable Rogue

3 1) Charm 13-

3 2) Persuasion 13-

 

Friends in low places

3 1) Streetwise 13-

2 2) Survival (Urban) 13- 0 3)

CK: Home Town (Everyman) 11- 3 4)

KS: Who's Who in the local underworld 13-

3 5) Talking Shop: +1 with all Interaction Skills (5 Active Points); Limited Power Based on shared skills (-1/2) Notes: +1 if there are 5 pts worth of skills in common,.

2 6) Hey, remember me?: Conversation 15- (7 Active Points); Conditional Power Only someone the hero might have met in normal day to day life (-1), Activation Roll 15-, Jammed (-3/4) Notes: The Conditional Limitation means this is the ability to strike up a conversation with someone who is already a "nodding acquaintance" or at least someone who has been introduced once. In Gibs' case, for example, it could be attempted on someone who is a thief, beggar, peddlar, or the like, but not on a noble or wealthy merchant or someone new in town. The Activation roll represents the chance that any given person (even if the right kind of person) could be a stranger or a person ill-disposed to Gibs, and if a roll of 15 or more comes up in Conversation, Gibs has touched on a sore subject, inadvertently offended them, they've been warned not to talk about the subject - or maybe they just have business they need to be getting on with. In any case, the Conversation cannot continue.

 

Total Powers & Skill Cost: 128 Total Cost: 150 75+

 

Disadvantages

5 Distinctive Features: Hobbit (Concealable; Noticed and Recognizable; Detectable By Commonly-Used Senses; Not Distinctive In Some Cultures)

5 Physical Limitation: Hobbit (eats as much as a full size character, small stature, etc.) (Infrequently, Slightly Impairing)

15 Who said luck never hurt!? Unluck: 3d6

5 "we're keeping an eye on you, runt." Hunted: The Watch 8- (Mo Pow, NCI, Limited Geographical Area, Watching)

5 Reputation: Scoundrel and thief, 8-

5 Hunted: Other criminals 8- (As Pow, PC is very easy to find (They know his haunts and hideouts), Watching)

10 Psychological Limitation: Loyal to friends (Common, Moderate)

5 Hunted: Creditors (gambling debts, thieves' guild dues, bar tabs....always something he "forgot" to pay) 8- (As Pow, Take money)

5 Psychological Limitation: Fascinated by tales of adventure, magic, wonder - and treasure! (Uncommon, Moderate)

5 Psychological Limitation: Wants revenge on the man who killed his mentor. (Uncommon, Moderate)

10 Psychological Limitation: Protective of Vaillia (in a totally platonic way.) (Uncommon, Strong)

 

Total Disadvantage Points: 75

 

Background/History/Personality/Motivation:

 

I wasn't always a city boy - I grew up in a circus, believe it or not. My favorite memory is of this singer in the group - her voice was the most beautiful thing I ever heard. I don't think I was even old enough to have a romantic type crush on her, but I always wanted to listen to her. Then when bandits attacked us on the road, she hid me and deliberately showed herself to them and ran, to draw them away, trying to protect me. I was a dumb kid, so I ran after her, I guess I thought I could protect her somehow. Within minutes we were surrounded. One of them threw a dagger at me - she was the one they wanted alive of course - and I caught it. Sure, my family were jugglers and tumblers, dad could have made that catch easy, but I was amazed that I'd actually done it. Meanwhile they grabbed her from behind, and when I turned and charged with the knife they'd just given me, I got tackled from behind too. "The boy is mine" said the bandit who'd thrown the dagger, "I want him." They called him Sharkey, and he was one of their leaders. I was kept in his tent, tied up most of the time for the next couple days, but he let me see where they were keeping the rest of the captives. My family either died or got away, they weren't there. Within a day or two I remember I'd already swiped a knife and hidden it, I was planning to break them all loose and we'd run into the woods. But Sharkey stopped keeping me tied after the first two days, and fed me as well as he ate himself, and didn't talk to me like a bandit to a captive. Then he let me in on HIS plans. "I'm going to the big city, boy. I want you with me. We can be partners. " His smile was friendly as he made it plain why he'd stopped bothering to tie me up. "You're not only clever enough to have untied yourself the second night you were here - I bet you snuck some food to the cage of that songbird we got - you were clever enough to come back and make it look like you were never out. Scouting around and making plans, right? I still don't know where you hid the knife you took. You got talent, and you can go far if you stick with me. Or if you don't want to work with me, I can put you in the cages with the rest of them." Then he told me more about his plans. It's not just that I was afraid to say no - he told me about daring escapes across rooftops by moonlight, of heavy strongboxes quietly borne away from the very bedrooms of fat snoring merchants, of stern eyed sneering watchmen amusingly unaware that the person they were pushing around had already picked their pockets under their noses...and he showed me gold, and told me how much more we could get. I left the bandit camp with him that night, sneaking away with a well-laden horse. But I felt awful to be abandoning that beautiful girl. She'd never know me now, that was years ago and I was a lad, but if I ever see her again....I don't know what I'll do. Steal a fortune and give it to her maybe, so she can buy herself a castle or something. Or just follow her forever and try to keep her safe. She tried to save my life, and I left her with those bandits. We met a band of White Knights that night. I found out Sharkey had already cut a deal with them – told them where the camp was, and even arranged a diversion, a timed firetrap with candles set to burn down to oily straw and a pile of torches ready to go up – the guards on the captives would be drawn away by the fire, and the knights could rescue them safely before moving on to attack. So you see, she was already safe when I left her – but I didn't know that. And I've never forgiven myself. The knight commander gave Sharkey the leads to three horses and called him “traitorous scum” and asked if he wanted to count the coins. “No need,” said Sharkey, “White Knights don't lie. The silver and gold will be in the saddle bags along with the food and supplies, and within a week the king will have your high priest's petition for a pardon for me.” The knight looked at me and scowled and offered still more gold to “redeem that prisoner too.” Sharkey laughed and said I was no captive, and urged the knights to hurry before the bandits got the fire put out. We didn't make camp until the sun was up, and then Sharkey said “Don't worry about your songbird. Some God loves her, perhaps the same one those knights serve. Old Bloody Hand laughed when I said no good would come of trying to sell her into slavery, and that's why I picked the time I did to sell the old fool out.” Then he told me almost the only words he ever spoke about the Gods. “Here's your first lesson, lad. Never steal from temples or from priests. Have nothing to do with Gods if you can help it. But above all, don't ever, ever cross One.” For three years he cared for me and taught me, and I helped him. But he left me behind if it was too dangerous – like the time a wizard hired him and two of his friends to help steal another wizard's books. One of the three came back to tell me what happened. The young wizard, Titus, meant not merely to steal from but to kill his master – and when it was over, he turned on his hirelings, declaring it was cheaper to kill them than to pay them. If I have anything to say about it, he won't find it cheaper. I hope someday to make him pay with his life. Sharkey always said never to take on a wizard unless you have a wizard backing you up. Someday, I'll come after that guy with a wizard at my back and a big barbarian, you know, the kind that stomp demons and evil wizards for fun. Then I'll go search the world for that songbird.....

 

Lucius Alexander

 

Copyright Palindromedary Enterprises

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Re: Okay class: Make me a rogue.

 

From my old Harn campaign I present Thiergon. I have little interest in playing thieves and cutthroats, but we needed someone with the abilities. My solution was to give him a lot of thief abilities, but change the job description to chief spy and intelligence officer.

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Re: Okay class: Make me a rogue.

 

No doubt D&D's designers would be the first to say that a Rogue does not have to be a thief.

 

Not the original designers. Originally in D&D Thief is what the class was CALLED. "Rogue" is a name that came in a later edition.

 

Lucius Alexander

 

The palindromedary is in a class by itself

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Re: Okay class: Make me a rogue.

 

Not the original designers. Originally in D&D Thief is what the class was CALLED. "Rogue" is a name that came in a later edition.

 

Lucius Alexander

 

The palindromedary is in a class by itself

 

Aha. But now it is called Rogue so the class doesn't have to be limited to thieves anymore. From 3rd edition onwards the designers said that Rogues were simply 'skilled and stealthy individuals'.

 

Like this non-violent Rogue.

 

Courtesan/Spy

 

The court is a place of cut-throat intrigue in which information is more precious than gold. Ostensibly this Rogue makes her way in the world of the court by providing exquisite entertainment and peddling her body, but her mind is her true asset and she lives by passing on the secrets that she beguiles her patrons into parting with.

Skills

Acrobatics 12-

 

Acting 12-

Analyze: Social Skills 12-

 

Concealment 12-

 

Contortionist 12-

 

Conversation 12-

 

Gambling 12-

 

High Society 12-

 

KS: Politics 11-

 

Lipreading 12-

 

Musical Instrument Familiarity (Aerophones, Chordophones, Membranophones) 11-

 

Persuasion 12-

 

PS: Dancer 11-

 

PS: Courtesan 11-

 

Riding 12-

 

Seduction 12-

 

Sleight Of Hand 12-

 

Stealth 12-

 

Total Skills Cost = 57

 

Characteristics

 

Quick-Witted: +5 INT

 

Lithe: +6 DEX

 

Disciplined: +2 EGO

 

Charming: +5 PRE

 

Total Characteristics Cost = 32

 

Skill Levels

 

Skillful Entertainer: +2 with Music, Dancing and Courtesan

 

Beguiling: +2 with Interaction Skills

 

Quick Fingered: +1 with Agility Skills

 

Total Skill levels Cost = 21

 

 

Powers

Sharp Eyes: +1 PER with Sight Group

 

Total Powers Cost = 2

 

 

Total Cost = 112

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Conny Steinbrekar

 

This is my WoW rogue. I've avoided the vast majority of his combat abilities and focused instead on his (in my mind) skill set. He makes the bulk of his fortune as a forger of documents and a legitimate bookkeeper.

 

CONNYR STIENBREKAR

 

Val Char Cost Roll Notes

15 STR 5 12- Lift 200.0kg; 3d6 [3]

17 DEX 21 12- OCV: 6/DCV: 6

15 CON 10 12-

11 BODY 2 11-

15 INT 5 12- PER Roll 12-

11 EGO 2 11- ECV: 4

15 PRE 5 12- PRE Attack: 3d6

14 COM 2 12-

 

6+2 PD 3 Total: 6/8 PD (0/2 rPD)

4+2 ED 1 Total: 4/6 ED (0/2 rED)

2 SPD 0 Phases: 6, 12

6 REC 0

30 END 0

30 STUN 3 Total Characteristic Cost: 59

 

Movement: Running: 7"/28"

Leaping: 3"/6"

Swimming: 2"/4"

 

Cost Powers END

14 Stealth: Invisibility to Sight Group , Costs END Only To Activate (+¼) (25 Active Points); Requires A Stealth Roll (-½), Negated by Attacking in Combat (-¼) 2

7 Fleeeeeee!: Running +1" (7" total), x4 Noncombat 1

 

Perks

3 Fringe Benefit: Membership: Adventuring Guild: Fashionably Deadly

10 More Contacts: 10 contacts 11-, of average usefulness

3 Well-Connected

1 1) Is that a goblin in my pocket?: Contact: Glim Fizzlefuse, Goblin Merchant (2 Active Points) 11-

2 2) My Brother, The Moose: Contact: Yrich Steinbrekar (Contact has useful Skills or resources, Good relationship with Contact) (3 Active Points) 8-

8 3) The Kings Thugs: Contact: SI:7 (Contact has very useful Skills or resources), Organization Contact (x3) (9 Active Points) 8-

1 4) Contact: Balgrum Grimbeard, Ship's Captain (Contact has useful Skills or resources) (2 Active Points) 8-

 

Talents

4 Ambush: Deadly Blow: +1d6 (When stealthed, behind target)

3 Twitchy: Lightning Reflexes: +2 DEX to act first with All Actions

6 Inscription Master: Skill Master (+3 with Forgary)

6 Missed!: Combat Luck (3 PD/3 ED)

3 Cat Burglar: Environmental Movement (Rooftops or narrow railings)

 

Skills

10 +2 with HTH Combat

3 Acrobatics 12-

3 Acting 12-

3 Breakfall 12-

3 Bribery 12-

3 Bureaucratics 12-

3 Climbing 12-

3 Concealment 12-

3 Contortionist 12-

3 Conversation 12-

5 Cramming

3 Cryptography 12-

3 Disguise 12-

6 Forgery (Documents) 14-

3 Gambling 12-

3 High Society 12-

3 Jack of All Trades

1 1) PS: Bookbinder (2 Active Points) 11-

1 2) PS: Brew Poison (2 Active Points) 11-

1 3) PS: Calligraphy (2 Active Points) 11-

2 4) PS: Scribe (3 Active Points) 12-

3 Linguist

0 1) Language: Common (idiomatic) (4 Active Points)

3 2) Language: Dwarven (completely fluent; literate) (4 Active Points)

2 3) Language: Kaldorei (fluent conversation; literate) (3 Active Points)

3 Persuasion 12-

3 Poisoning 12-

3 Research 12-

3 Riding 12-

3 Scholar

2 1) KS: Heraldry (3 Active Points) 12-

1 2) KS: Stormwind Politics (2 Active Points) 11-

1 3) KS: The City Guard (2 Active Points) 11-

3 Security Systems 12-

3 Seduction 12-

3 Shadowing 12-

3 Sleight Of Hand 12-

3 Stealth 12-

3 Streetwise 12-

3 Survival 12-

2 TF: Riding Animals

10 Two-Weapon Fighting (HTH)

4 WF: Common Missile Weapons, Blades, Clubs, Fist-Loads, Garrote, Unarmed Combat

 

Total Powers & Skill Cost: 203

Total Cost: 262

 

100+ Disadvantages

10 Hunted: Lord Percifal Westmill 8- (Less Pow; NCI; Harshly Punish)

15 Hunted: SI:7 11- (Mo Pow; NCI; Watching)

10 Psychological Limitation: Greedy (Common; Moderate)

10 Psychological Limitation: Must be Bad Ass (Common; Moderate)

15 Psychological Limitation: Protective of Family and Friends (Common; Strong)

10 Psychological Limitation: Thinks he's God's Gift to Women (Common; Moderate)

5 Unluck: 1d6

87 Experience Points

 

Total Disadvantage Points: 262

 

EQUIPMENT CARRIED

Equipment END

Dagger/Dirk#: Killing Attack - Hand-To-Hand 1d6-1 (1d6 w/STR), Reduced Endurance (0 END; +½), Ranged (+½) (20 Active Points); OAF (-1), STR Minimum 6 (-½), Real Weapon (-¼)Notes: (x5 number of items)Can Be Thrown Str Min 6__Body 3__Def 5__Length S 0

 

Rapier: (Total: 24 Active Cost, 10 Real Cost) Killing Attack - Hand-To-Hand 1d6 (1d6+1 w/STR), Reduced Endurance (0 END; +½) (22 Active Points); OAF (-1), STR Minimum 10 (-½), Real Weapon (-¼), Required Hands One-Handed (-0) (Real Cost: 8) plus +1 with Rapier (Real Cost: 2)Notes: Body 5_Def 5 0

 

Throwing Knife: (Total: 15 Active Cost, 18 Real Cost) RKA 1d6 (15 Active Points); STR Minimum 7 (STR Min. Cannot Add/Subtract Damage; -1), OAF (-1), 4 Recoverable Charges (-½), Real Weapon (-¼), Range Based On STR (-¼), Beam (-¼), Required Hands One-Handed (-0) (Real Cost: 3)Notes: (x5 number of items)Body 2 Def 5 [4 rc]

Studded Heavy Leather: Armor (2 PD/2 ED) (6 Active Points); Normal Mass (-1), Real Armor (-¼)Notes: Body 6 0

 

Background/History: The older of the two Steinbrekar brothers, Connyr ran away from home rather than work in the mines with his father. Making his way to Stormwind City, he used his skills as a scribe (he'd trained with a family friend growing up) and when he couldn't find honest work, stole. After a few years he'd managed to get more legitimate work and then discovered his skill for forgery. Giving up the catburglar lifestyle for that of a document writer, he encountered, and worked for the King's sercret service - which was dangerous, rewarding, and confounding as now they tend to call on him when they need his services.

 

He helped a group of adventurers start their guild, and was hired on nominally as the guild's scribe. He didn't take an active part in adventuring until a few years later when his younger brother, now grown up and seeking his way as an adventuring knight errant joined the guild. Connyr decided the Moose couldn't have all the fun.

 

Personality/Motivation: Greedy, somewhat lazy, self-absorbed, but he has a deep (well concealed) sense of loyalty to those who help him. He is surprisingly sentimental when alone.

 

Powers/Tactics: Stealth and sneak attack from behind.

 

Campaign Use: Typical "Adventuring Rogue" but his theivery is focused on forged documents.

 

Appearance: Connyr is ruggedly handsome, with red hair and green eyes inherited from his mother. He tends to dress well and spends most of his coin on life's pleasures. He favors bright, attention getting clothing when he's not adventuring, dark clothing when acting in a combat fashion.

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Re: Okay class: Make me a rogue.

 

Some rogues from fiction (not all fantasy):

 

Conan (also Fafhrd) - young barbarian seeking to enjoy the fleshpots of civilisation.

Skilled hunter, keen senses, keen wits, sharp reflexes, mountaineer. Very high characteristics. Dangerous warrior, if not as experienced as he will later become.

 

Grey Mouser - more traditional rogue with warrior and limited magic abilities.

Good fighter, but oriented to speed rather than power. Magic abilities very rudimentary at start.

 

Bilbo Baggins - Hobbit "burglar".

Possesses typical race/culture abilities, but really a respectable landowner/gentleman.

 

AJ Raffles - gentleman thief.

Not much of a fighter, but probably has those typical of his social class in his society. Lots of social skills.

 

Any old "ninja" - not a superninja. Basically a generic warrior with spy/scout skills, including disguise.

What I just said - a warrior with appropriate skill choices.

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Re: Okay class: Make me a rogue.

 

Even in 2nd Edition D&D, I always played Thieves/Rogues that were morally upstanding - neutral good, by and large (that's how I roll). Acrobats, athletes, treasure-hunters, scouts, adventure-seekers, detectives, etc. are all well-modeled using the thief/rogue class. Moral flexibility is by no means a prerequisite!

 

My characters might have been picking a lot of locks and defusing a lot of traps, but these were always in long-abandoned ruins or evil tyrants' lairs. I don't think I've ever stolen an item from another PC, ever - and my characters tend to be rogues more often than not.

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Re: Okay class: Make me a rogue.

 

I love me a good rogue. My favourite characters are rogues with a bit of brawling thrown in.

 

Here's a revamp of an old character of mine from way back. He's basically Raffles crossed with Percy Blakeney (The Scarlet Pimpernel). A nobleman who turns cat burglar out of boredom (well the cash is nice too.)

 

Here's his background if you can stand the purple prose:

 

Perseus Dandoline, aka The Black Orchid.

 

Perseus Dandoline, of the ancient and noble House Dandoline, was bored. Life in the Imperial Capital was a dull, dull, dull. Just an endless cycle or parties, soirees, debuts, balls, dressings, laying-ins, et cetera, et cetera. Perseus, Perce to his friends, needed something to amuse himself. Something more exciting than maintaining the hot house bequeathed him with the estate. Oh he didn't mind pottering in the old shed. His father had amassed the greatest collection of tropical flowers in the Empire and Perce was rather proud of the old boy for doing so. He just wished his father hadn't spent quite so much of the family fortune upon it and then lost almost all in the Great Rose Crash of '08. House Dandoline had never recovered and it was all Perce could do to maintain appearances.

 

One evening, at the Contessa de Marcheward's second daughter's Debut, he found himself idly watching the nervous girl as she entered the ball room, wearing the most amazing gown and veritably dripping in diamonds. The starring piece, even more so than the debutant, was the Star of Mohandi, the great diamond depending from a chain of platinum upon the girl's modest breast. As Perseus watched the light play upon the thousand facets of that priceless jewel he idly wondered how much it was worth. And how well it was protected. Why one wouldn't want anything to happen to it, would one? Would one?

 

Perce raised his quizzing glass to his eye and looked at the Star again. And as he looked at it he felt the most enormous thrill. By gad, he would steal it! Tonight, after the Debut, he would return and steal the bauble and damned if he wouldn't!

 

And so in the small hours of the morning a shadow passed across the roof tops of the de Marcheward Estate. It slipped in through a high window that had been left unlocked by a careless guest earlier that evening. The shadow slipped through the galleries and halls and into the Contessa's very room. It passed the sleeping maids in their closets the Contessa, snoring gently in her four-post bed, and slipped into the Contessa's dressing room. Perseus nearly let out a sigh of relief as he slid the door closed.

 

A quick search found several lesser jewels, delicate strings of diamonds and emeralds and rubies that the Contessa must have been too tired to bother putting away. These he passed over as beneath him. Then he found the strong box behind a sliding panel in the dresser itself. He drew it from its hiding place and pushed at the lid. The lid steadfastly refused to move. Perseus examined the lock and swore silently to himself.

 

A gentleman's education covered many areas. Fencing, riding, shooting, tying a cravat. But none of his tutors had ever taught Perce the fine art of lock picking. He would need to key. But where was it? Did the Contessa keep it in her ample decolletage, hidden somewhere in the sea of frothy lace? Or did it lie with some chamberlain in some distant room of the house? Perce didn't know and nor could he possibly search the house for it. The strong box was too heavy to carry off. Nor could he smash it open unless he wanted to wake everyone within ear shot. He gnashed his teeth in frustration but in the end he accepted there was nothing he could do about it.

 

Perseus pocketed a few of the prettier bracelets and necklaces by way of compensation. Then he reached into the pouch he wore close beneath his shirt and drew forth a small flower. The whole, stem and bloom, was only about the length of his hand. The stem was dark green, smooth and unremarkable. But the bloom! The bloom was a delicate shell of dark petals curled around one another like lovers entwined. They were black at the ends fading ever so slightly to a deep blue at the heart of the bloom where the bundle of tiny, golden stamen poked forth. It was a Black Orchid, the rarest flower in his father's collection. No-one else in the Empire had ever seen one. His father had jealously kept this prize to himself. Perseus had only found out about it from reading his father's last letter. He passed the flower under his nose and smelt the heady perfume before placing the flower on the strong box.

 

The next day all the salons of the city talked of nothing but mysterious thief known as The Black Orchid.

 

Cheers. :-)

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  • 3 weeks later...

Re: Okay class: Make me a rogue.

 

You guys reminded me of an old 2nd AD&D rogue I used to enjoy playing with, way back in my early D&D days. His name is Rusty Nailbender, and he is a dwarf. And, because dwarves had natural disads for some traditional rougish skills, I focused on his Lockpicking and Trap-finding skills. In time, I started calling him a "Troubleshooter", whose main job is to do the things your ordinary adventurer might not know how to do (besides magic.) And I was pretty handy at it, too--didn't get poisoned or burnt.

 

I'll come back with a 50-point package deal for a Troubleshooter character.

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Re: Okay class: Make me a rogue.

 

On the morality issue, remember that Robin Hood, Han Solo, and James Bond all qualify as rogue characters, and all have their own moral codes, as do the characters in Leverage.

 

As the forum has focused on fantasy rogues, I offer this modern-day/near future variant, the Infiltrator. This is not a package deal, as such, but a list of guidelines. I figure the Infiltrator represents someone like Ethan Hunt from MI. His job is to get in and get out with the MacGuffin (likely a data file of some kind), without firing a shot. Can exist on any level from the very realistic to, well, MI.

 

STR, CON, DEX, INT, EGO: +3-5 each, representing good training and selection by those trainers (find the best and teach them)

BODY: +2-8 for general toughness and yet more training

PRE: Arguably set to almost anything, depending on how social the character will be. Good idea to add PRE (only to resist PRE attacks) if nothing else.

COM: +0 (the less noticeable you are, the better)

STUN, END: Higher than normal, to a variable degree

 

Skills:

At least one Enhancer (Jack of All Trades and Linguist being very useful)

Multiple Languages

Security Systems

Systems Operation (communication and data-storage as possible specialties)

Cryptography, Hacking (enough to understand the concepts, at least)

Stealth (very high)

Tactics

Architecture, Engineering (to be able to understand building plans and schematics)

Forgery

Conversation (excellent for acquiring information without the target knowing you've done so)

Seduction

Deduction, Forensics

Weapon Familiarities (Small Arms, Modern melee weapons, and the like)

Weaponsmith (for maintenance and repair, only)

Paramedics

Fast Talk, Con, Bluff, whatever you want to call it (yes, I know it's called Persuasion, but most groups have their favorite terms)

Every Knowledge and Area skill you can lay hands on. Science skills can also be useful

 

Powers/Perks/Talents:

Contacts and Favors out the wazoo, possibly built as a VPP

Luck: 1-3d6

Combat Luck: 1-2 levels

+2-4 PER rolls

Martial Arts - at least 10 points worth

Multiple identities, or the means to acquire them (*sigh*, Who am I this time?)

Gadgets of various types, including weapons, but focusing on surveillance, misdirection, security and informational items.

Suggestions: Night-vision goggles, Climbing rigs, Vehicles, Disguise Kits, both Audio and Video bugs, hacks-on-a-disk, silencer, low-profile armor

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Re: Okay class: Make me a rogue.

 

Done!

 

Zap! You're a Rogue!: Severe Transform 7d6 (standard effect: 21 points) (Target: Old Man into Rogue; Healed back by: Cleaning up your act) (105 Active Points); 1 Charge (-2), All Or Nothing (-1/2), No Range (-1/2)

 

Sorry, I bought plenty of hardened power defense. Besides, I'm already a ninja pirate.

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