Category:Rogue: Difference between revisions

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"Your home is what you make it be."
"Your home is what you make it be."


A rogue’s home is where the heart wishes to go–whether it be as far as the sun or as near to his heart.  
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.


Nobody ever wants to see themselves interacting with a rogue, for interaction with them stereotypically stems from drug deals and criminal conspiracies. After all, there is no talking to a rogue without a deal involved, and no ‘deal with the devil’ is without its consequences.  
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.


However, rogues aren’t necessarily scoundrels of society. They only believe that to not fall for humanity’s treacheries, they simply must become liars and swindlers themselves. After all, how can you take advantage of someone who’s been in the game for years? They’re smart, quick on their feet, and have expanded sources of luck. While they may not be the best on the battlefield, they certainly know all the ins and outs of every alleyway. Rogues are travelers with nowhere to come back to, and they wouldn’t have it any other way.
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.
 
{| class="wikitable" style="text-align:center;"
! 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:==
==Primary Attribute:==

Latest revision as of 14:59, 28 June 2026

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.