Category:Rogue
| Dicey Dangers, Core Rule | Game by Joel Hills |
Rogue
"Your home is what you make it be."
A rogue is a professional. That word carries different implications depending on who is saying it, but the rogue means it simply: they are good at what they do, they charge accordingly, and they do not take on work they cannot deliver.
What they do is get into places they are not supposed to be, take things that are not meant to be taken, and leave before anyone knows the shape of what happened. Reflex and Luck are their primary tools, which sounds like improvisation but is actually the opposite: a rogue who relies on improvisation is a rogue who has not prepared correctly. The luck is real, but it is cultivated. The reflexes are trained. The gap they slip through was identified before they ever moved toward it.
They are not especially interested in being liked or trusted. They are interested in being hired, which requires a different and more achievable kind of reputation.
Abilities
The Rogue has access to four abilities drawn from a shared pool of 3 uses per day. Any combination of abilities may be used as long as uses remain. All uses reset at Darkfall or on a standard rest in Town.
| Use 1 | Use 2 | Use 3 |
|---|---|---|
| ☐ | ☐ | ☐ |
Disarm Trap
The Rogue automatically disarms a trap without triggering it. No roll required.
Open Locked Door or Chest
The Rogue automatically opens a locked door or chest without a key. No roll required.
Move Silently
The Rogue moves without sound. The next Wandering Monster check this room is ignored automatically.
Pick Pocket
During combat, the Rogue lifts a piece of treasure from the monster before defeating it. The treasure is taken immediately as a combat action. If the monster is defeated before Pick Pocket is used, the opportunity is lost.
Primary Attribute:
Items
See Also
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Pages in category "Rogue"
The following 5 pages are in this category, out of 5 total.