Rogue

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## Thief

DEX and some STR.

**Thief**

**Basic**

**Theft/Heist**– perform a theft or heist. (See Feats).

**Pickpocket** - Attempt to pickpocket. Perform a probability coin flip to determine outcome.

**Trickery** – Attempt to trick a unit. Perform a probability coin flip to determine outcome.

**Picklock** - Attempt to pick a lock. Perform a probability coin flip to determine outcome.

**Sleight of Hand** - increased DEX by 1.

**Elusive** – As a rogue gains +1 DEX.

**Stealthy** - Increased Stealth by alot.

**Advanced**

**Sneak Attack** - Deal extra damage when sneaking upon an unsuspecting unit

**Daredevil** – heightened climbing, DEX, and SPEED.

**Tumble –** Move 1 Square(s) in any direction in addition to your movement action this turn. **Must wait one turn between uses.**

**Burglary** – Increased Stealth.

**Escape Artist** – Perform a (c2) to attempt to escape capture.

**Smoke Bomb** - The thief can now create a crafted smoking concoction that aids in escaping combat. Thief may move 2 square(s) in any direction.

**Assassin**

\*\*\***Deadeye**.\*\*\* Due to numerous killing experiences, this unit has a higher critical chance on humans and animals of **d4-d6**.

**Deadly Arts** – can sets traps, poison weapon, and critically hits units below 25%.

scoundrel ---> Thief ---> Burglar ---> Master Thief

Beguiler  -----> Mugger ----> Assassin

## Rogue

STR & some DEX.

**Rogue**

> \*\*\***Outlaw**.\*\*\* Eases dice rolls regarding criminal acts by adding +2 toward dice rolls.

> \*\*\***Word on the Street**.\*\*\*  Can provide you with info on others criminal pursuits in Main Village or quests. If you can maintain an \*\*\*accepted\*\*\* relationship with him.

**Elusive** – As a rogue gains +1 DEX.

**Sneaky** - Increased Stealth.

**Mug –** attack a unit and attempt to steal belongings while attacking.

**Street Enforcer** - gains +1 DEX and +2 STR.

**Stun –** attempt to hit targeted unit hard enough to daze it using a (c2).

**Street Smarts -** The Rogue has a sense for danger. Has a (c2) chance to realize a set-up or ambush.

**Theft/Heist**– perform a theft or heist. (See Feats).

**Firebomb Cocktail** - Firebomb Cocktails and variants are made from a bottle of volatile liquid (ale), which has a rag or piece of rope that has been lit on fire and stuck in the top of the bottle. It is then thrown, and then explodes on contact. Deals d8 fire damage to target and d2 fire damage to 1 space away from the target. Can cause a Fire. Range: 2-4

**Crime Boss**

**Notoriety** – Some criminals will become afraid of you, attempt to flatter you, or ask to join you. If your influence becomes strong enough the unit may be gain control of a city and be asked to join the Crime Cartel.

**Crime boss** – The Crime Boss gains the service of a number of underling(s) who can help it gather information, assist it with achieving feats, or during battle. The Boss can recruit 3 new underling(s) per week. The Crime Boss can task his underling(s) to help cover for the Boss’s crimes and activities. Between quests, the Crime Boss can ask his underling(s) to perform a minor tasks for him such as act as bodyguards, messengers, claim turf, recruiters, or hustle SHG. These tasks might take other forms as well, subject to GM discretion. Reactions to underling(s) activities can affect the Crime Boss’ alignment.

**Rank Path**

Rogue  -----> Mugger ----> Assassin

-----> Goon -----> Crime Boss ----> Cartel Boss

You hone your skills in the larcenous arts. Burglars, bandits, cutpurses, and other criminals typically follow this archetype, but so do rogues who prefer to think of themselves as professional Treasure seekers, explorers, delvers, and investigators. In addition to improving your agility and stealth, you learn skills useful for delving into ancient ruins, reading unfamiliar languages, and using Magic Items you normally couldn’t employ.