The Rogue Class

## The Rogue

The Rogue
represents an individual that lives on the underbelly of society. In order to
thrive in such an environment, a rogue must be agile, intelligent and very
charismatic.

They are
often known for sneak attacks, and can train to be assassins. They also have a
familiarity with law enforcement and the ability to lay and remove traps.

Modern rogues
also know how to hack through computer security and bypass electronic security
measures, as well as surveillance.

They may also
become adept at convincing others to do their bidding and disguise themselves,
or impersonate others.

Rogues
contribute their knowledge of security to the Time Machine by improving
cloaking and other stealth systems.

There may be
a bit of distrust toward the PC from other members of the party, but it’s a great
opportunity to role play.

Major Stat:
AGI
Minor Stat: PER, CHA

=== ·
Assassin ===
o
The assassin is a master of stealth-killings and
acrobatics.

=== ·
Burglar ===
o
The Burglar is adept at stealing things and
living on the streets. They thrive in the underbelly of society.

=== ·
Covert-Ops ===
o
This Rogue tree is dedicated to finding out
information and bypassing systems in any era.

## Time Machine Ability

=== Time
Machine Cloaking ===
The Rogue designs a cloaking system
which can prevent others from detecting it. This can range from hiding the Time
Machine while stationary to keeping it off Radar-type systems.
This is a single point talent
**Min Attribute** AGI 70, PER 80
**Counter:**  Spell
**Prerequisite Skill:** None
**Cast Time:** 5 Rounds
**Range:** Touch

Passive Ability

=== Get
What You Need ===
This is a
unique rogue ability in which they are able, via their contacts, get hold of
pretty much anything within reason. For instance, if a player asks the rogue to
get him a magical sword, there’s going to be a (small) chance they have one
stashed somewhere; otherwise, it may take a few days to get it through their
unique channels.
They are, at higher levels, able to track up to 5 items at one time from any
era or planet. Restrictions apply to lower levels

== Base
Rogue Abilities ==

### Expose Weakness

The rogue can
point out weak spots in the targets defenses causing +2 damage for all incoming
attacks for 2 rounds. Each point increases the damage and rounds affected by 2.
**Min Attribute** PER 55
**Counter:**  PER skill roll
**Prerequisite Skill:** None
**MP:** 5

### Dodge

The rogue can
use their agility to fend off attacks and not allow blows that land to do as
much damage. Each point reduces any damage from a successful hit by 2. This
lasts 4 rounds.
**Min Attribute:** AGI 55
**Counter:**  NA
**Prerequisite Skill:** None
**MP:** 10

### Conceal Motive

This allows
the rogue to conceal their own motive, such as acting charitable when they
really are intending to steal that diamond.
Each point gives a 5% bonus against the perception check.
**Min Attribute**: PER 60, CHA 55
**Counter:**  CHA skill roll to attempt, PER skill roll to
counter
**Prerequisite Skill:** None
**Cast Time:** instant
**MP:** 5

## Assassin

### Backstab

The character
has been trained how to sneak behind an opponent and attack from the rear. The
opponent gets a perception roll to detect the rogue. A backstab can only be
used once, but it always hits and does double weapon damage.
Each point adds 5% to the rogues AGI roll for sneaking and stabbing, and -5 to
the opponents PER roll.
**Min Attribute:** AGI 60
**Counter:** AGI skill roll as in sneak,
PER skill roll for opponent
**Prerequisite Skill:** None
**Range**: 6’
**MP:** 10

### Advanced Acrobatics

The character
has been trained in the performance of extraordinary feats of balance, agility,
and motor coordination.
Each point adds 5% to the rogues AGI roll for Acrobatic moves
**Min Attribute:** AGI 65
**Counter:** AGI skill roll
**Prerequisite Skill:** Acrobatics
**Range**: 0’
**MP:** 2-10 depending on complexity of
feat

=== Crippling
Strike ===
The rogue can
hamstring a victim, crippling them and reducing their to hit and movement speeds.
Each point reduces movement by 4’/turn as well as giving a -2 to hit penalty.
If the opponent is using a melee weapon, then suffer a -1 to their damage rolls
as well.
**Min Attribute:** AGI 65, PER 60
**Counter:**  melee
**Prerequisite Skill:** None
**Range**: Melee
**MP:** 5

### Conceal

This is the
skill used to conceal others. Kind of like a mass hide skill.
Each point gives a -5% PER to be detected taken from the person with the LOWEST
PER score.
**Min Attribute**: PER 65
**Counter:**  skill roll vs. person seeking’s PER
**Prerequisite Skill:** None

### Distract

The rogue is
able to create a diversion to attract attention away or toward them.
Each point decreases the perception check by 5; the higher the CHA, the better
the chance as well.
**Min Attribute** AGI 65, Cha 60
**Counter:** skill roll vs. PER
**Prerequisite Skill:** Climb
**MP:** 5

### Poison

The rogue can
concoct poisons from various herbs and components in order to coat their weapon
or slip into someone’s drink. This covers the use of poison gases as well.
*1 pt. Level 1 poisons*
2 Level 2 poisons

3 Level 3 poisons

4 Level 4 poisons
**Min Attribute:** PER 65
**Counter:**  PER against failure
**Prerequisite Skill:** None

### Impersonate

The rogue
can, with the proper make up and props, imitate another and pass for them for a
short period of time (shorter times for people that know the individual well).
Each point gives a 5% to the counter rolls
**Min Attribute**: CHA 65
**Counter:**  CHA skill roll and skill roll vs. PER
**Prerequisite Skill:** None

### Wall of Blades

The rogue is
able to target up to 3 victims with three blades and throw them.
This is a single point talent
**Min Attribute:** AGI 75
**Counter:**  Range
**Prerequisite Skill:** Throw Blades
**Range:** 12’
**MP:** 15

### Assassin: Melee/Ranged

The rogue has
reached the pinnacle of silent killing with the use of melee weapons and ranged
weapons.
Each point gives a +5 to hit, +5 to sneak and hide rolls, +5 to damage, -5 to
perception checks when using melee attacks and sniping abilities.
**Min Attribute:** AGI 70, PER 70
**Counter:**  NA

### Shadow Strike

The rogue
teleports to the target and does double damage
**Min Attribute** AGI 75, WILL 55
**Counter:**  melee
**Prerequisite Skill:** None
**Cast Time:** 1 round
**MP:** 25

### Invisibility

The rogue is
able to sink into the shadows and remain unseen. A PER roll is made each round
the rogue remains invisible
Each point gives a -10% penalty to any perception rolls. For every 5 points the
rogues AGI is higher than the ‘seekers’ PER, they add an additional 5% against
that roll.
**Min Attribute**: AGI 80, PER 80
**Counter:**  skill roll vs. target PER
**Prerequisite Skill:** *Requires 4 points in previous talent.*
***Cast Time:** 2 rounds*
**MP:** 20

## Burglar

### Bleed

The rogue
uses their melee weapon to cause melee weapon damage + 1d6 bleed damage per
round for 3 rounds
This is a single point talent
**Min Attribute:** AGI 55
**Counter:** melee
**Prerequisite Skill:** None
**Range:** Melee
**MP:** 10

### Lock Pick

This allows
the rogue to pick locks in any era they have the skill for.
Each point decreases the lock difficulty level by one. See Table 1.
**Min Attribute** AGI 60
**Counter:**  N/A
**Prerequisite Skill:** None

### Sap

The rogue saps the target with the
handled end of a melee weapon, stunning the victim for 1 round per point in
this skill
**Min Attribute**: AGI 65
**Counter:**  Melee
**Prerequisite Skill:** Sneak
**Cast Time:** instant
**MP:** 10

### Cat fall

The rogue is
able to fall and land on their feet from a height of 20’ without damage or
movement penalty.
This is a single point talent.
**Min Attribute** AGI 70
**Counter:**  AGI skill roll
**Prerequisite Skill:** Acrobatics

### Persuade

This
individual is able to convince others to go along with their viewpoint. The
higher the charisma, the wilder the idea.
Each point gives a -5% chance to the counter roll.
**Min Attribute**: Cha 60
**Counter:** CHA skill roll
**Prerequisite Skill:** None
**MP:** 10

### Sleight of Hand

Basically,
this is stealing: grabbing small items as they walk by, simple illusions and
maybe some juggling.
Each point gives a +5% to the agility roll. Can be used in conjunction with
sneak to improve chances.
**Min Attribute**: AGI 70, PER 60
**Counter:**  AGI skill roll
**Prerequisite Skill:** None

### Pick Pocket

Slipping
a wallet or other small item is child play to this rogue. This skill is all
about picking stuff out of whatever pocket the rogue chooses on her
unsuspecting victim.
Each point gives a -5% chance on a victim’s perception roll
**Min Attribute:** AGI 70, PER 60
**Counter:**  AGI to succeed initially, PER on victim to
counter
**Prerequisite Skill:** None
**MP:** 5

### Dirty Fighting

The rogue is
schooled in the “dirty tricks” needed to win a street fight: Throwing sand,
kicking below the waist, beer bottles, you name it…anything that can even the
odds.
Each point gives -5 for opponents to hit in a street fight, and a +5 to hit for
the rogue. This bonus is for melee weapons only.
**Min Attribute:** AGI 70, PER 65
**Counter:**  melee
**Prerequisite Skill:** None

### Street Wise

The art of
getting along on the streets. The rogue gains a sixth sense about who to go to
for information, drugs, or fencing stolen merchandise, and also knows
instinctively who the baddies of the underworld are, and stay away from (or go
to for work!)
Each point gives a +5 PER roll bonus when entering a new area and just ‘hanging
around’
**Min Attribute:** PER 65
**Counter:**  PER skill roll
**Prerequisite Skill:** None

=== Detect
Lie ===
After
‘altering the truth’ so many times, the rogue can tell when someone else is
doing it.
Each point gives a 5% bonus on the perception check
**Min Attribute:** PER 70
**Counter:**  PER skill roll
**Prerequisite Skill:** None
**Cast Time:** instant
**Range:** 6’
**MP:** 5

### Kick

The rogue
tries to land a dirty kick to stun the target for 2 rounds + 1 round to pick up
their weapon. This does 1d6 damage.
This is a single point skill
**Min Attribute**: AGI 70
**Counter:**  melee
**Prerequisite Skill:** None
***Cast Time:** 2 rounds*
**MP:** 15

## Covert-Ops

### Silence

This is
remaining motionless to escape detection and can also aid in Sneak.
Each point removes -5% PER from discovery while silent, and adds +5% perception
to the rogue. It also gives an extra 5% to any sneak bonuses.
**Min Attribute**: AGI 50, PER 55
**Counter:**  PER skill roll against being discovered
**Prerequisite Skill:** Sneak

### Bypass System

This is the
ability to bypass or “disarm” a system, whether it be a trap, alarm or device
*1 pt. Simple mechanical traps*
2 Electronic alarms and surveillance

3. Computer controlled devices

4. Era IX and X devices

***Min Attribute:** PER 55, AGI 55*
**Counter:**  INT based on complexity
**Prerequisite Skill:** None

### Forgery

The creation
of a false written document or alteration of a genuine one, with the intent to
defraud.
Each point allows more difficult documents to be forged and adds a +5% to the
success roll
**Min Attribute:** AGI 60, PER 55
**Counter:**  Average of AGI and PER skill roll
**Prerequisite Skill:** None

### Escape Artist

The character
is a master of escape and cannot be contained easily.
Each point adds +5 to the average to roll against.
**Min Attribute** AGI 65
**Counter:**  AGI skill roll
**Prerequisite Skill:** Acrobat
**MP:** 10

### Fast-Talk

The ability
to BS your way out of sticky situations is invaluable for one such as a rogue.
Each point gives a -5% to the PER roll of the person that is the target, and a
+5% to the rogue’s charisma roll
**Min Attribute**: CHA 60
**Counter:**  CHA skill roll
**Prerequisite Skill:** Gamble
**MP:** 5

### Sneak

This is the
fine art of slinking around doing unsavory things. This is a prerequisite for
assassins and its bonuses can be applied to any sneaky agility rolls.
Each point gives +5 to any sneak-type agility rolls (such as sleight of hand)
**Min Attribute**: AGI 70
**Counter:** AGI skill roll
**Prerequisite Skill:** none

### Incapacitate

The rogue is
able to subdue an opponent *out of combat*
for 5 min per point spent. Requires sneaking to target.
**Min Attribute**: AGI 70, PER 60
**Counter:**  skill vs. PER for sneak
**Prerequisite Skill:** Sneak
**MP:** 10

=== Sense
Motive ===
This allows
the rogue to attempt to figure out what a person’s *true* intentions are.
Each point gives a 5% bonus on the perception check
**Min Attribute**: PER 70
**Counter:**  PER skill roll
**Prerequisite Skill:** None
**Cast Time:** instant
**MP:** 5

### Lip Reading

Each
point in lip reading allows the person to decipher more difficult speech.
*1 point: normal speech*
2 Whispering or partially covered.

3 Excited speech and yelling

***Min Attribute**: PER 75*
**Counter:**
**Prerequisite Skill:** Observation.
Know language being spoken
**MP:** 5

### Sniper

The rogue is
trained to set up and shoot targets from a very long range.
Each point awards a +5% to hit advantage when using sniper weapons.
**Min Attribute** AGI 75, PER 75
**Counter:**  NA
**Prerequisite Skill:** None

### Last Ditch

The rogue can
spend MP in order to do more damage upon a successful hit. They can spend up to
40 points to do +2 damage per 10 MP spent in this maneuver. This is a single
point talent
**Min Attribute:** AGI 80
**Counter:** melee
**Prerequisite Skill:** None
**MP:** 10-40

## Ultimate Rogue Abilities

=== Heightened
Hearing ===
This
allows the character to hear things at a wider frequency range and from a
longer distance than that of a normal human. Each point gives a +5 to the
perception check
**Min Attribute**: PER 80
**Counter:**  PER skill roll
**Prerequisite Skill:** None
**MP:** 10

=== Improved
Awareness ===
The rogue has
become so aware (even paranoid) of their surroundings that any perception
checks will receive a bonus.
Each point spent gives a +5 to PER at the time it is placed into the skill.
This skill must be “turned on” and lasts 4 rounds.
**Min Attribute**: PER 85
**Counter:**  NA
**Prerequisite Skill:** None
**MP**: 15

### Improved Dodge

Heightened
hearing and combat experience have improved the rogue’s ability to get out of
the way from incoming strikes. They get a permanent +5 to their AR.
This is a single point talent.
**Min Attribute**: PER 80, AGI 80
**Counter:**
**Prerequisite Skill:** Dodge

### Sense Trap

The
rogue has developed a knack for figuring out where THEY would put a trap, and
seeking it out. Each point adds 5% to the PER roll
**Min Attribute:** PER 85
**Counter:**  PER skill roll
**Prerequisite Skill:** None
**MP:** 5

### Deadeye

The rogue is
adept at skill shots giving a -5 on their skill roll when taking a skill shot.
This is a single point talent
**Min Attribute:** AGI 85, PER 85
**Counter:**  NA
**Prerequisite Skill:** None
**MP:** 15

=== Rogue
Tables ===

Table 8:
Lock pick Chance

 Difficulty
  1
  2
  3
  4
  5

Table 9:
Trap Chance

 Difficulty
  1
  2
  3
  4
  5

Table 10:
Poison Difficulty

 Level
  **1**
  **2**
  **3**
  **4**
  **5**

Table 11: Get What You Need

  1-5
 era and planet
  5-10
 era and planet
  11-20
 era (no planet restriction)
  21-30
 era (no planet restriction)
  30+
 time

== The
Warrior ==
Warriors are
well versed in the art of leadership and combat. They believe in a set of
heroes, veterans of past battles, and strive to remain true to those qualities
that exemplify that deity.
Warriors are not necessarily ‘bash and slash’ but also have skills that involve
minor healing, law enforcement and party buffs.
They aren’t relegated to a no-personality role either; you can be a time cop,
enforcing the mandates of the TICS (Time Continuum Stability) agency, or a thug
mercenary for hire by the highest bidder.

Warriors
contribute defensive and offensive capabilities to the Time Machine.

Major Stat: STR
Minor Stat: CON, AGI

=== ·
Berserker ===
o
The
Berserker is a normal warrior that is able to enter a heighted state during
combat. They specialize   in taking and
dealing damage.

=== ·
Commander ===
o
The
Commander is a soldier that is trained in controlled combat and tactics. They
can become masters of all forms of missile weapons.

=== ·
Powerblade ===
o
The
Powerblade draws upon ancient magic to empower their weapon to either help
their allies or deal grievous damage to their foes.

## Time Machine Ability

### Arm Spaceship

The warrior
is able to specify armaments for a spaceship/Time Machine so that they are
correctly balanced for offense and defense
**Min Attribute** INT 60, STR 85
**Counter:**  N/A
**Prerequisite Skill:** Military Tactics