Occupational Template: Rogue
ROGUE
150 points
Attributes: ST 10 [0]; DX 13 [60]; IQ 11 [20]; HT 10 [0].
Secondary Characteristics: Damage 1d-2/1d; BL 20 lbs.; HP 10
[0]; Will 11 [0]; Per 11 [0]; FP 10 [0]; Basic Speed 6.00 [5]; Basic Move 6 [0].
Advantages: Flexibility [5] and High Manual Dexterity 1
[5]. • Another 45 points chosen from among ST+1 [10], DX +1 [20], IQ +1 [20],
Per +1 to +3 [5/level], Basic Speed +0.25 to +1 [5/level], Basic Move +1 or +2
[5 or 10], Absolute Timing [2], Alternate Identity [5 or 15], Ambidexterity [5],
Catfall [10], Charisma 1 or 2 [5/level], Claim to Hospitality (Thieves’ Guild)
[Variable], Combat Reflexes [15], Common Sense [10], Contacts (Thieves’ Guild,
other rogues, fence, etc.) [Varies], Craftiness 1 to 3 [5/level], Danger Sense
[15], Eidetic Memory [5], Enhanced Dodge 1 or 2 [15 or 30], Favor [Variable],
Fit [5], High Manual Dexterity 2-3 [5/level], Honest Face [1], Impersonator 1
to 3 [5/level], Intuition [15], Luck [15] or Extraordinary Luck [30], Perfect
Balance [15], Peripheral Vision [15], Smooth Operator 1 to 3 [15/level],
Street-Smart 1 to 3 [5/level], Street Smarts 1 to 3 [10/level], Striking ST 1 to
4 (Only on surprise attack, -60%) [2/level], Talker 1 to 3 [5/level], Voice
[10], Wealth (Comfortable or Wealthy) [10 or 20], Widget-Worker 1 to 3
[5/level], or upgrade Flexibility [5] to Double-Jointed [15] for 10 points.
Disadvantages: One of Greed (12) [-15], Kleptomania (12) [-15],
or Trickster (12) [-15]. • -35 points chosen from either of the two previous
lists or Bad Temper [-10*], Bloodlust [-10*], Callous [-5], Code of Honor
(Pirate’s) [-5], Compulsive Carousing [-5*], Compulsive Gambling [-5*],
Compulsive Lying [-15*], Compulsive Spending [-5*], Cowardice [-10*], Curious
[-5*], Jealousy [-10], Laziness [-10], Lecherousness [-15*], Light Sleeper
[-5], Loner [-5*], Missing Finger [-2], One Eye [-15], Overconfidence [-5*], Pacifism
(Any) [Varies], Paranoia [-10], Post-Combat Shakes [-5*], Secret (Imprisonment
or Possible Death) [-20 or -30], Secret Identity [Varies], Selfish [-5*], Sense
of Duty (Adventuring companions) [-5], Skinny [-5], or Social Stigma (Criminal
Record) [-5].
Primary Skills: Forced Entry (E) DX+1 [2]-14; Climbing (A) DX+3
[2]-16†; Filch (A) DX [2]-13; Stealth (A) DX+2 [8]-15; Escape (H) DX+3 [4]-16†;
Pickpocket (H) DX+1 [4]-14‡; and Lockpicking and Traps, both (A) IQ+1 [4]-12.
Secondary Skills: Acrobatics (H) DX-1 [2]-12;
Sleight of Hand (H) DX [2]-13‡; Gesture (E) IQ [1]-11; Holdout, Shadowing,
Smuggling, and Streetwise, all (A) IQ [2]-11; and Search and Urban Survival,
both (A) Per [2]-11. • One of Rapier, Saber, Shortsword, or Smallsword, all (A)
DX [2]-13, or Knife (E) DX+1 [2]-14. • One of Shield (Buckler) (E) DX+1 [2]-14;
Cloak or Main-Gauche, both (A) DX [2]-13; or raise main sword skill to DX+1 [4]-14
or Knife skill to DX+2 [4]-15. • One of Crossbow or Thrown Weapon (Knife), both
(E) DX [1]-13; Bow or Throwing, both (A) DX-1 [1]-12; or Blowpipe or Sling,
both (H) DX-2 [1]-11.
Background Skills: 8 points spent on any previous
skill, or on Carousing (E) HT [1]-10; Erotic Art (A) DX+2 [1]-14†; Brawling, Fast-Draw
(any), Knot-Tying, or Garrote, all (E) DX [1]-13; First Aid, Housekeeping, Panhandling,
or Seamanship (E) IQ [1]-11; Cartography, Connoisseur (any), Disguise,
Fast-Talk, Gambling, Interrogation, or Merchant, all (A) IQ-1 [1]-10; Counterfeiting,
Diplomacy, Forgery, or Poisons (any), all (H) IQ-2 [1]-9; Hiking (A) HT-1 [1]-9;
Intimidation (A) Will-1 [1]-10; Scrounging (E) Per [1]-11; or Lip Reading or
Observation, both (A) Per-1 [1]-10.
* Multiplied for self-control number; see p.
B120.
† Includes +3 for Flexibility.
‡ Includes +1 for High Manual Dexterity.
No comments:
Post a Comment