Primary Attribute: 🎭 Moxy
Class Complexity: Advanced
The rogue is a slippery shapeshifter class that uses tricks and status effects to manipulate the battlefield.
Roleplaying
Only fools take the conventional path to get ahead, and you’re no fool. While some may consider your methods “unorthodox”, you just see them as applying a scalpel where others use a hammer. You are the master of subtleties and using the right kind of tool to pick any metaphorical lock, even if it means becoming that tool. You are a rogue.
Ethos
Whenever you fulfill your character’s ethos within a gaming session, the GM may award you a Legacy Point. This ethos exists in tandem with and is complementary to your character’s personal ambitions.
Choose an ethos below, or write your own.
- The secrets of the ancient rogue clans are mine to uncover. I’ll use them to become the greatest thief that ever lived.
- My talent is solving problems through cunning rather than brute strength. I revel in outwitting powerful enemies.
- Brand spanking new planet or not, money makes the world go round. I aim to have a lot of it and grow my influence in the process.
Mechanics
Hit Points
Rogues have a base of 14 HP.
Each time you gain a Rank, add 2 to your HP, up to 22.
Armor
Rogues can wear Light & Medium Armor.
Damage Dice
The Rogue primarily uses d4s as damage dice.
Skill Talents
In addition to the skill talents provided by your clan choice, choose to be talented in two other skills amongst all skills.
Path of Mastery
Rank 1
Opportunist
Whenever you would deal damage to an enemy, if they are suffering from at least one Tier I Status (i.e. Singed, Chilled, Shocked, etc.), you deal 3 additional damage for each 🎭 die you spent on your ability.
Likewise, if they are suffering from at least one Tier II Status, you deal an additional 6 damage for each 🎭 die spent; 12 for Tier III; And 18 for Tier IV.
These effects do not stack.
This ability still applies while you are shapeshifted.
Choose A Clan
Clan of the Mystic Heron
You follow in the footsteps of the Heron Clan. You must wear the symbol of the heron somewhere on your person.
Mystic Heron rogues favor honor, dignity, and negotiation.
Heron’s Aspect
You become supernaturally light of step. While moving, you can tread on water without breaking its surface. While sprinting, you can run along or up vertical walls.
You are talented in Conviction.
Dancing Waters Technique
Ranged Ability
You move in subtle, sacred ways, and water forms between your hands. You shoot it at an opponent, dealing 1d4 damage and making them Wet.
Clan of the Mudwalker
You follow in the footsteps of the Mudwalker Clan. You must wear the symbol of the cowl somewhere on your person.
Mudwalker’s Aspect
Mudwalker rogues favor anonymity, preferring to blend in with the environment and remain unnoticed.
You become supernaturally forgettable. Unless you desire it, people can’t seem to remember your face or name. Additionally, you can camouflage your appearance with nature, allowing you to become hidden in any environment.
You are talented in Subterfuge.
Mudball Technique
Ranged Ability
You hurl a ball of mud, coating your enemies. You deal 1d4 damage to your target and they are Tarred.
Clan of the Cat Burglar
You follow in the footsteps of the Cat Clan. You must wear the cat’s paw symbol somewhere on your person.
Cat Clan rogues favor subtlety and intrigue.
Cat Burglar’s Aspect
You become supernaturally graceful. You can walk on thin wires, ropes, and walkways without fear of falling. You can jump twice as high or far as you normally could.
You are talented in Acrobatics.
Cat’s Claw Technique
Your hand darts out, raking the enemy for 1d4 damage and inflicting Silenced.
Clan of the Viper
You follow in the footsteps of the Viper Clan. You must wear the symbol of the viper somewhere on your person.
Viper rogues favor aggression and boldness.
Viper’s Aspect
You become supernaturally regenerative. Whenever you inflict Thorns on or Poison an opponent, you heal 2 HP.
You are talented in intimidation.
Viper’s Sting
Instant
You strike like the viper, moving with a speed the eye can’t follow. You deal 1d4 damage and inflict Thorns on your opponent.
Clan of the Phoenix
You follow in the footsteps of the Phoenix Clan. You must wear the symbol of the phoenix somewhere on your person.
Phoenix’s Aspect
You become supernaturally resilient. The first time you would fall below 1 HP each day, you instead remain at 1 HP.
You are talented in athletics.
Sweeping Cinders Technique
You sweep your first in broad strokes, creating a fiery arc. You deal 1d4 damage to up to two opponents next to you and Singe them.
Ronin
You refuse to follow the teachings of a singular clan, and instead forge your own path. Choose one aspect from one clan, and a technique from another clan.
Ronins are treated with hostility by the rogue clans.
Closed Fist Technique
Ranged Ability
Among the ancient rogue clans, a common technique is shared, passed down from generation to generation. You fabricate a bomb the size of an egg, but spherical in shape. It fits neatly in your palm and cannot be detected while your fist is closed.
When you prepare this bomb, you must choose what to put into it:
Dust – When your bomb is thrown at the enemy, it explodes in a cloud of dust, causing them to be Bleary-Eyed.
Flash – When your bomb is thrown at the enemy, it explodes in bright, garish colors. They are Shocked.
Rank 2
Shapeshifter
Your desire for something more than just charm and tricks led you to seek the mysteries of forgotten rogue clans. Through adherence to ancient, mystic disciplines, you have become aware of an inner energy source running through your body, called Chi. Using Chi empowers your imagination in supernatural ways.
You gain ☯☯ 2 Chi points, which are refreshed every time you sleep or take a short rest.
Unless otherwise stated, you may not attack or use your other rogue abilities while shapeshifted.
Note: Shapeshifting occurs at instant speed and can be used any time an instant ability can be used. When you shapeshift, you retain your HP, Armor, and Magical Armor. Whenever you are reduced to 0 hit points, you revert back into your original form. You may also revert back to your original form at will.
Form of the Rope
You may spend ☯ to turn into a rope.
As a rope, you can move as a snake would. You can be up to 30 ft. long. You can make yourself rigid. Ropes can be made of any material that a normal rope would be made from: silk, hemp, jute, etc.
You are resistant to falling damage.
While in this shape, you may not attack or use your rogue abilities.
Instead, you gain the following abilities:
Crack of the Whip
Special Ranged Ability
You snap out, attempting to disarm your opponent. You deal 1d4 damage. They roll a Doom die. If they roll Doom, they discard an ability card, and your next attack or ability towards them does an additional +3 damage.
Crack of the Whip is a special ranged ability that may only target opponents near or next to you. It does not incur Doom dice as normal ranged abilities do.
This ability ignores Resistance.
Trip
You form a thin line between two points that are near each other. If an enemy moves past you, they roll a Doom die. If they roll Doom, they trip and are knocked Prone next to you.
This ability ignores Resistance.
Restrain
You wrap yourself around your opponent’s body, attempting to restrict them. You deal 1d4 damage. Their next ability incurs a Doom die, and your next attack or ability towards them does an additional +3 damage. Afterwards, they break free.
This ability ignores Resistance.
Rank 3
Choose two Minor Forms.
Dodge
Instant
Your cat-like reflexes allow you to twist out of the way of attacks. Add a Doom die to an attack targeting you.
Rank 4
Increase one of your attributes (💪, 👁️, ❤️, or 🎭) by 1.
Steal Clan Secrets
You have successfully gleaned the secrets of another clan. Choose another technique and aspect to learn from among one of the clans.
Form of the Mirror
You may spend to ☯☯ split your shadow into a mirror-self. While in this form you can attack and use your other rogue abilities as normal. You no longer cast a shadow. Your mirror-self has 1 HP. Whenever you are attacked by any single-target action, there is a 50% chance your opponent attacks your mirror.
Your mirror-self is next to you at all times.
Your mirror-self repeats any action that you take. For example, if you attack your opponent, your mirror-self also attacks your opponent. This effect ends if you shapeshfit.
Rank 5
Choose a Subclass.
Choose a Subclass Trait.
Choose two Minor Forms.
Choose a Major Form.
Rank 6
Choose a Subclass Trait.
Counterstrike Technique
Whenever you dodge a melee attack, deal 2d4 damage for each 🎭 Moxy dice spent on your Dodge ability to your attacker.
Rank 7
Choose a Major Form.
Deepened Attunement
Through intense training, you have gained deeper awareness of your body’s inner energy field. You gain an additional ☯.
Increase one of your attributes (💪, 👁️, ❤️, or 🎭) by 1.
Rank 8
Choose two Minor Forms.
Critical Feint
Expose your enemy. The next time they would take damage, they instead take critical damage (they take twice as much damage). For instance, if a single attack or ability uses multiple dice, double the sum total of those dice.
Rank 9
Choose a Major Form.
Choose a Subclass Trait.
Rank 10
Form of the Flame Tornado
Spend ☯ to shape yourself into a fiery twister. You are resistant to damage.
You gain a new ability:
Firewind
Chaos ensues. You move in a random direction, engulfing everything near to you.
They take 5d10 fire damage and are Singed each turn. Afterwards, they roll a Doom die. If they do not roll Doom, they are ejected in a random direction, take an additional 1d10 damage, and are knocked Prone. Otherwise, they remain in the tornado.
Minor Forms
Form of the BiCycle
You may spend ☯ to turn into a bike. When you move, you do so as if Sprinting. You have a bell that you can ring at will.
Form of the Book
You may spend ☯ to turn into a book of your choice. You can’t move. While in the state of a book, you intuitively understand what’s written in you: you instantly gain Talent in a Knowledge skill of your choice. This Talent ends when the form ends.
You may speak while in this form, but your voice sounds comical, and it’s difficult for people to take you seriously. All Force and Charm checks incur a Doom die. However, all Logic and Conviction checks gain a +3 bonus.
Form of the Lantern
You may spend ☯ to turn into a lantern. You provide light to everything near you. You can fly in any direction you wish. You are Vulnerable to fire damage. You are Resistant to all other types of non-physical damage.
Form of the Wooden Log
You may spend ☯ to turn into a log of wood. You gain 5 temporary hit points and 1 temporary armor. You can’t move.
Form of the Trampoline
You may spend ☯ to turn into a trampoline. You can’t move. Allies that jump on you triple their jump distance, flying far away or very far above you.
Additionally, their next attack or ability does an additional 3 damage.
Form of the Missile
You may spend ☯ to shape yourself into a type of ranged ammunition: a bullet, an arrow, a ball-bearing, etc., that your allies can fire from a ranged weapon. Otherwise, you can’t move.
In addition to the damage your ally does, you deal an additional 1d4 physical damage. This counts as a separate attack for the purposes of applying your Opportunist ability.
After you strike your opponents, you revert back to original form.
You can shape change to other forms or into your original form mid-flight if you desire. Your momentum adjusts accordingly, you may suffer damage upon impact, and you do not deal an additional 1d4 damage if you strike an opponent.
Major Forms
Form of Refraction
You may spend ☯☯ to become light as if cast through a prism. Others see you as a rainbow-like version of yourself. They can still identify you.
While in this state you cannot take damage. You can move to any visible location at the speed of light. Wherever you move must be brightly lit. Once you have moved once, this state ends.
Form of the Skeleton Key
You have fashioned yourself into the ultimate unlocking tool. Spend ☯☯ to shape yourself into a key that can open any lock with a keyhole.
Form of the Copy
You may spend ☯☯ to become a shadow copy of an ally. You retain all of your rogue abilities, but temporarily gain access to all of their abilities as well. However, each time you use one of their abilities, it costs an additional die.
Form of Water
You may spend ☯☯ to turn into flowing water. You can shape yourself as desired. You are resistant to physical damage. While in this form, you can attack and use your other rogue abilities as normal.
Whenever you Dodge in this form, your opponent incurs twice as many Doom dice.
Form of the Pocket Dimension
You may spend ☯☯ to shape yourself into a pouch roughly the size of a coconut. The inside of the pouch is magical, and resembles the interior of a medium-sized shed. Regardless of how many items are placed within the pouch, it still only weighs about as much as a coconut weighs.
The air inside the pouch is temperate and breathable, and is decorated as you see fit. These decorations must be decided the first time you use this transformation. They do not change upon subsequent shapeshifts.
Living beings can exit the pouch as they choose (unless incapacitated). When you revert to your original form, objects stored inside the pouch appear on the ground next to you.
Sublimities
[Sublimities are still in development.]
Sublimities are how you progress after reaching Rank 10. You no longer use experience, and instead gain progress through spending Legacy Points (LP) and achieving milestones.
Players should choose one sublimity that they feel best represents their character’s personal story. If the examples below don’t feel appropriate, they can work with their GM to craft a new one.
Sublimities are divided into three categories: Love, Wisdom, and Power.
Love
- Amass a fortune, then give it away to someone in need.
Wisdom
- Overthrow a tyrannical ruler.
Power
- Pull off an impossible heist.
Completing a Sublimity awards 30 legacy points.
Legacy Purchases
Legacy purchases can be made once you have completed your Path of Mastery.
5 LP – Unlock a new aspect or clan technique.
10 LP – Master of Meditation. Gain an additional ☯.
15 LP – Permanently upgrade one of your attribute dice.
30 LP – Begin a new rogue clan as its leader or become a mayor or local leader.
50 LP – Become the leader of a province, state, or kingdom.
Quest: Kingpin
[Quests are still in development]
Underworld Connections
Whenever you enter a population center, you can identify one clan-member from your chosen clan that has a connection to that center’s underworld of criminal enterprise. Your contact can provide you with information—for a price, of course.
Additionally, you can fence stolen goods to them and pay them money to either acquire crafting materials or give tips as to where you might acquire such materials.
If you chose the Ronin clan, instead your contact is a criminal unaffiliated with the clans.
With the help of your connection, you and your allies’ social status begins to move the direction you desire. Choose a faction within your city. For the right amount of money, your fixer begins to spread rumors about you to them, either increasing your reputation or decreasing it, based on your desires.
Underworld Connections: Fixer
You have built a business relationship with one of your underworld connections. They provide you with tips on jobs and lucrative marks for a cut of the profits. They are also willing to move to another population center at your request.
With the help of your connection, you have become a dominant force in the underworld. You may spend 5 Legacy Points to cement yourself as a kingpin. If you do, you receive 50% better prices when buying and selling, and your network of spies and informants can find powerful magical items for you to purchase as well as gain you secrets most could never dare to uncover.
