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.

Benefits

A Rogue Character Example

[Template Image] (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

AttributeValueAdj.
Coordination6+1 CS
Reactions6+1 CS
Health4
Vitality4
Muscle5
Stamina5
Reason3
Sanity3
Charisma4
Willpower4
Intuition3
Perception3

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 Resilience40 [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".

Tools of the Trade

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.

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