Rogue Archetype
If this is the sort of character framework you are looking for, you can find all the linked material you need.
Otherwise, if you are still undecided or need help with a character concept, see the
Getting Started guide. Archetypes are very useful to envision a 'typical'
character of a particular type; especially for GM's to consult instead of having to create each NPC individually.
Archetypes define the nature of a character, their inherent level of drive and commitment to the path
their label describes. Their definition reflects typical starting character values; values for PC's
do not have to correlate exactly. Archetypes grant a set of enhancements and set the lifetime direction for your character. Enhanced rules make use of these, granting further gains and abilities.
Overview
The character focuses upon subtle interaction and trickery; knowledgeable in stealth, intelligence and infiltration.
The rogue typically uses smaller weapons, concealed or specialized weapons and a greater variety of items for different situations; they rely more on surprise and stealthy approaches to combat instead of direct ones.
They wear lighter armor to stay more mobile, so they can use their abilities without hindrance.
The rogue has many areas and environments they can focus on, follow and generally have good physical skills as a infiltrator, or
focus on security, social, transportation and more novel skills for gaining intelligence. Earned CP typically goes to
stalking,
gadgetry,
unarmed, and
ranged type skills as well as a defensive fend.
Their strength is not in powerful combat skills, but trouble-shooting and problem solving which gets around situations causing damage.
They have perhaps the widest range of secondary focuses, each specialized in facing a specific set of problems and issues.
Requirements
The requirements follow all the usual requirements for archetype kits.
- The best practice guidelines must be adhered to for kits to be used.
- Kinetic aptitude (primary) must be at least three (3).
- Only a single kit can be declared. It must be declared when the character is created.
- Any attempt to increase non-primary aptitudes costs double.
Benefits
- Primary aptitude is Kinetic.
- Primary attribute is Muscle or Coordination [Chosen].
It is easier to increase the primary attribute; one less CP per level.
- Primary skill group choices are:
athletics/stalking/gadgetry/unarmed/ranged/deception/social
- One skill within the primary skill group [primary skill] is granted for free (1 CP value)
- The primary skill can have a base proficiency level of 3, instead of the limit of 2 by best practice.
- Any sort of learning checks for skills within the primary skill group gain a +1.
- Character is granted 5 extra points of chi.
- The rogue character starts play with a single action point.
- If the rogue character takes the Danger Sense trait, it costs one less CP.
- Rogue characters rely heavily on their luck and instincts. As such, they can exchange 1 CP for 3 action points.
Normally the ratio is 1:2, except for starting characters. Those taking the rogue kit get this increased exchange rate forever.
- Rogue gain a free skill at level 1 depending on their background. All rogue with an urban upbringing gain Stretwise.
Non urban or city type backgrounds grant the rogue a level in survival appropriate to the environment they grew up in.
- Access to the Rogue Path
A Rogue Character Example
(Template: Basic Rogue [Fantasy])The rogue is a rakish scrapper. They are capable with weapons, but prefer more subtle solutions. They are social and especially adept at manipulating others.
Species Reference: Human (Size: 10)
(Remaining CP = 4)
Aptitudes
Faith = 0 / Kinetic = 4
/ Magic = 0 / Psychic = 0
Attributes
| Attribute | Value | Adj. |
| Coordination | 6 | +1 CS |
| Reactions | 6 | +1 CS |
| Health | 4 | |
| Vitality | 4 | |
| Muscle | 5 | |
| Stamina | 5 | |
| Reason | 3 | |
| Sanity | 3 | |
| Charisma | 4 | |
| Willpower | 4 | |
| Intuition | 3 | |
| Perception | 3 | |
Skills
Core:
Language (4; primary), Mobility [Type] (native at +X)
Other:
Camouflage (2),
Evade (3),
Fend (2),
Gaming (1),
Grapple (1),
Melee (2),
Persuasion (2),
Propel (1),
Stealth (2),
Streetwise (2)
Traits
Kinetic Faculty
Combat
| Base Resilience | 40 [not incl. toughness or other modifiers] | |
Kinetic Power
BENDING: The rogue can draw on their inner energy to bend the attention of others away
using the chi power of "bending".
Rogues will have typical items associated with their individual skills.
Commonly, rogues use items and abilities to augment information or bypass problems.
This can include lock picks, scanners, wiring kits, clothes and utility
items to aid in stealth (noise dampening effects) and camouflage (dark suits for darkness and survival suits for outdoors),
etc.
Armor: The rogue prefers light armor simply for freedom of movement, but
when called for has no issue with wearing or engaging greater protections. Unlike the genrealist,
the rogue still deals in conflict more often than not. Protecting themselves is
a very high priority - though if it can be done with more deceptive elements the better -
misplaced expectations and underestimation are some of the rogue's best elements.
Weapons: Weapons are simply a matter of practicality. Many rogues enjoy
smaller weapons, the easier to conceal and surprise with. However, when required
there is no weapons available to the rogue that they will not consider. Sometimes the most direct path is
still the best - and best be suited to deal with strong resistance and conflict.
Misdirection: Rogues use disguises, forgeries, and all manner of items, actions, and
tactics that emply misdirection over direct confrontation.
Institutional Brotherhoods, Sponsor, or Agency Setup
Rogues are often part of a guild, brotherhood or institution which works to promote their field by establishing standards, guidelines and a formal cirriculum and practice guidelines.
What may normally be a Code of Conduct in exchange for CP has documented benefits gained instead.
Institutional Code:
- I swear to uphold the tenets of the institution; preserving the good name of the institution is paramount
- I swear not to divulge or discuss the trademarks and secrets of the institution with non-institution members
- I will provide fair service for fair prices as set by the institutional charter and agreed on by local officials
- I promise to use only the services of other of my sworn brethren when mine alone shall not suffice
- In pursuit of a commission by my services, I will deal only with those approved and authorized by the institution
- I will defer always to those senior to me in regards to process and access to goods, service, and opportunity
- I swear to abide by the institution's ruling council in any grievance i may have against a fellow member
- I will subject myself and my actions to the scrutiny and judgment of higher institutional authorities whenever so required.
- I shall obey any edicts issued through my institutional authority.
- I will honor and support my institution by contributing a regular payment or portion of each commissions's payment as stipulated by charter
- I agree to let the institutional body represent me in any claims which disparage my actions while under a covered commission
Failure to abide by the code may mean immediate revocation of all benefits and a mean institutional authorities may persecute the code breaker.
Potential Institutional Benefits:
The member of a formal institution, such as a guild, has a significant hand up in dealing
with local authorities. In some cases, the institution to which they belong may even provide for them in leaner times in order to preserve the good
name and image of the institution by bolstering the idea that all of its members are successful and therefore desireable above all others.
A character may secure jobs through such channels - insuring income may always be flowing.
They often have access to loans at low rates or no interest. The borrowing of tools, items, and
work spaces can sometimes be accomplished as well as priority access to materials. A consistent set of reference materials, be it through recorded literature or
the questioning of a senior or designated body. Contacts may also be made through use of institution channels.
Often times though, control is so complete as to dictate a member must move to reduce competition,
or pass up a job in favor of a senior member or someone who paid for a privelage.
Improvised and Cheap
A lot of cheap and easier to aquire items can be used by the rogue as well, using their connections and enterprising nature.
Instead of a dark suit, a heavy dark robe that just drapes over everything can be had (same bonus, but -1 Stealth).
There are many items which can be used to mislead and fool - props, which can
be used to enahnce the look and set expectations.
Acquiring Items
Part and parcel to a rogue's survival is typically knowing how and where to acquire items.
Thorough street and local knowledge is typical of such characters. Contacts of all sorts
are cultivated for knowledge and for access to items. A rogue usually spends much of their time canvasing locales,
getting a feel for the locales, learning customs and manners to fit in and gain trust.
Equipment Trait
The equipment trait, in addition to the formal mundane items it grants, represents additional
starting items unique to the rogue archetype. Clothing or covering gear granting bonuses (+1 CS) to stealth
and camouflage, circuit boards, tools, etc.
Creating Items
Rogues themselves usually do not create their own items. Why chance poor workmanship when others can
build it perfectly? In some instances, especially experienced rogues develop capabilities to create their own tools,
clothes, and even materials to aid in their activities.