Rogues always have a trick up their sleeves. Using a combination of luck and skill, rogues can usually find solutions to their problems. Their talents come from their ingenuity, cunning, training, and, of course, good fortune, all of which make them adaptable to any situation.

Although many rogues come from criminal backgrounds, not all rogues are criminals. Rogues include anyone who benefits from trickery and can fit into every aspect of society. While some work as pickpockets in crowded marketplaces and bandits preying on caravans, others act as detectives solving crimes, forward observers gathering information for their allies, or spies ferreting out dark plots.

Level 1 Rogue

Attributes. Increase two by 1
Characteristics. Health +3
Languages and Profession. You either add one language to the list of languages you can speak or add one common, criminal, or wilderness profession.
Equipment. You gain one military or swift weapon, plus one of the following items:
disguise kit, fine clothing, implement of magic, lock picks, tool kit, or an incantation of a rank 0 spell of your choice.
Nimble Recovery. You can use an action to heal damage equal to your healing rate and then move up to half your Speed without triggering free attacks. Once you use this talent, you cannot use it again until after you complete a rest.
Trickery. Once per round, you can make an attack roll or challenge roll with 1 boon. If you attack with 1 boon from this talent, your attack deals 1d6 extra damage.

Level 2 Rogue

Characteristics. Health +3
Exploit Opportunity. Once per round, when the total of your attack roll is 20 or higher and exceeds the target number by at least 5, you can take another turn at any point before the end of the round.
Roguery Talent. Choose a roguery talent from the ones described below.

Level 5 Expert Rogue

Characteristics. Health +3
Dirty Tricks. Your attacks deal 1d6 extra damage when you make an attack roll with 1 boon.
Rogue Cunning. You can use Trickery twice per round.

Level 8 Master Rogue

Characteristics. Health +5
Roguery Talent. Choose a roguery talent from the ones described below.


Roguery Talents

Academic


You might be the happiest when you’re poring over ancient texts and scrolls in some dusty library or in a temple vault, but you know that the secrets of the world, the knowledge you crave, can be found only outside the confines of academia. Thus, you venture out into the lands beyond the safe institutions you frequent, braving many dangers to unearth answers to the mysteries that vex you, to track down fabled artifacts, or to discover peoples and places lost since antiquity.

Although your strength lies in recalling the stores of information you have accumulated over the years, you have a knack for recalling exactly what you need to help you overcome the challenges you are bound to face.

Gain the Problem-Solver talent the first time you choose academic and the Master Problem-Solver talent the second time.

Problem-Solver. You can use an action, or a triggered action on your turn, to rack your brain for some bit of information that might be of use. Make an Intellect challenge roll. On a success, you gain 1d3+1 insights. You retain these insights until you can use them or you use this talent again. On a failure, you lose this talent until you complete a rest. In your turn, you can spend one insight to gain any one of the following benefits:

Master Problem-Solver. When you spend an insight from your Problem-Solver talent, you can choose an extra benefit.

Adventurer


Fortune favors you. You’ve always had luck on your side. Knowing the dice will land in your favor encourages you to take a few more risks than others might, for you’re certain you’ll come through nearly any danger just fine. After all, you’ve gotten this far, right?

As an adventurer, you find yourself willing, eager even, to take on any expedition, no matter how perilous, enjoying the thrill that comes from risking your life and somehow surviving against all odds. You might be courageous or just a fool, but as long as your luck doesn’t run out, you can’t fail.

Gain the Devil’s Luck talent the first time you choose adventurer and the Lasting Luck talent the second time.

Devil’s Luck You have a pool of luck, which is measured in points. You can spend points from this pool in different ways to show your good fortune. At the start of an adventure, the GM replenishes your pool of luck, which is equal to 1d6 + your group level and keeps the total a secret from you. Once per round, if you have at least 1 point of luck remaining, you can expend it at any time to gain one of the following benefits.

Lasting Luck When you spend 1 luck, you make attack rolls and challenge rolls with 1 boon for 1 round.

Chemist


Chemists make improvements on their physiology by injecting themselves with chemicals or applying weird ointments to their skin. Their research involves uncovering the mysterious properties of certain substances and testing those substances on subjects (willing or otherwise). Upon stabilizing the formulas, chemists can rapidly create substances to enhance their bodies and minds.

You gain the Drug Design talent the first time you choose Chemist and the Master Chemist talent the second time you choose Chemist.

Drug Design If you have an alchemist’s kit, you can spend 10 minutes working with the kit to produce a chemical. When you finish, make an Intellect challenge roll. On a success, you create 1d3 + 1 chemical doses. On a failure, you create 1 dose and you must complete a rest before you can use Drug Design again. Each dose is stored in a syringe and retains potency until you complete a rest or use this talent again. You can use an action, or a triggered action on your turn, to inject the chemical dose into yourself or a willing target creature you can reach. Targets immune to the poisoned affliction are unaffected by the chemical. If a target receives a chemical dose while under the effects of another chemical dose, the target must succeed on a Strength challenge roll with 1 bane for each dose or become poisoned until it completes a rest.
For each dose you create, choose one of the following options. Each option includes an aftereffect when the chemical’s effect ends.

Master Chemist Double the effective time for each chemical dose and decrease the aftereffect time by half.

Dabbler


By choice or by accident, you’ve discovered some of the secrets of magic and have learned to cast a few spells. You might have always known a little about magic, having toiled as a magician’s apprentice in your past, or you could have awakened some latent ability after casting an incantation you found in an old book or imbued in a relic. Perhaps being affected by a spell opened a door to your hidden potential, or maybe you learned from another member of your group, picking up the arcane arts by observation. Whatever happened, you have discovered at least one magical tradition and have learned some spells from it.

Gain the Rogue Magic talent the first time you choose dabbler and the Improved Rogue Magic talent the second time.

Rogue Magic You gain the following benefits:

Improved Rogue Magic You gain the following benefits:

Darksoul


The temptation to bargain with a devil proved too strong for you to refuse, and so you traded your soul in exchange for Hell’s power. Such an arrangement almost ensures your damnation, but for the time being, you benefit from powers granted by your infernal pact. So long as you remain alive, you are free to pursue whatever you desire—upon your death, however, your soul gets dragged immediately to Hell to pay your due.

You must be a living creature with a soul to choose this option. You gain The Devil’s Gift talent the first time you choose darksoul and the Servant of Hell talent the second time.

The Devil’s Gift Gain 2 Corruption. You either increase one attribute of your choice by 1 or increase your Power by 1. You also discover a tradition of your choice. If you discover a dark magic tradition, you also learn one spell from that tradition.

The Servant of Hell Gain 2 Corruption and then gain one of the following benefits of your choice:

Dogmatist


Your faith grounds you, enabling you to focus upon what is most important. Your training is designed to help you advance the cause of your religion. If you’re a devotee of the Old Faith, you might patrol the wild places, safeguarding them from any who would seek to despoil them. As a follower of the New God, you might serve as a spy, an informant, or an agent sent into dangerous places to expose the corruption of your enemies. Whatever gods you follow, you are a key agent for your religion in the world, a devoted member whose powers are fueled by the strength of your faith.

Gain the Indoctrination talent the first time you choose dogmatist and the Chosen of the Faith talent the second time.

Indoctrination You gain the following benefits:

Chosen of the Faith You gain the following benefits:

Factotum


Either your lack of focus, competing interests, or the desire to remain a “jack-of-all-trades” leads you away from becoming a specialist. Instead, when you find yourself in a tough spot, you can draw upon the breadth of your experience and the various skills you’ve picked up along the way to help get yourself out of it. In time, you can share your insights with others and give them the crucial information they need to succeed.

Gain the Hunches and Instinct talent the first time you choose factotum and the Insightful Aid talent the second time.

Hunches and Instinct Once per round, when you would make a challenge roll, you can use this talent to grant yourself 1 boon on the roll.

Insightful Aid On your turn, you can use a triggered action to help. If you use Trickery to grant yourself 1 boon on the Intellect challenge roll required by help and you get a success, you grant the target 2 additional boons.

Inciter


You might take a stand against tyranny, injustice, or evil, or you might fight against an institution, organization, or people dedicated to a cause you abhor. A firebrand, you inspire others to join your crusade and help you topple whatever it is that you oppose. You goad your companions into action, encouraging them by your example to never give up.

Gain the Incite to Violence talent the first time you choose inciter and the Crush Them talent the second time.

Incite to Violence When you get a success on an attack roll, you can choose one creature within short range that can see you. You grant the target creature 1 boon on the next attack roll it makes before the end of the next round.

Crush Them When a creature makes an attack roll with the boon granted by your Incite to Violence talent, the attack deals 1d6 extra damage.

Killer


Experience has taught you that there’s simply no point in fighting fair. Honor means nothing if you’re dead. Rather than go toe-to-toe with bigger, stronger, and better-trained foes, you use every trick you have learned to take down your enemies, whether that means springing out from hiding to strike with surprise or stabbing your opponent from behind when they least expect it. The only thing that matters is that you walk away from the fight and that your opponent doesn’t.

Gain the Backstab talent the first time you choose killer and the Brutal Backstab talent the second time.

Backstab Once per round, when you use a basic or swift weapon to attack a target creature and you made the attack roll with at least 1 boon, the attack deals 1d6 extra damage.

Brutal Backstab The extra damage from your Backstab talent increases to 2d6.

Knave


It’s not enough to drop your enemies—you want to see them suffer. You adopt a fighting technique that focuses your strikes against your foe’s sensitive areas to inflict the most pain that you can. Once your foe is rendered helpless and gasping in agony, that’s when you move in to make the kill—often dragging it out, if you have the ability.

Gain the Dastardly Strike talent the first time you choose knave and the Brutalize talent the second time.

Dastardly Strike When you make an attack with a basic, military, or swift weapon against a creature and get a success on the attack roll, you can use a triggered action to cause the target to become impaired for 1 round. While a target is impaired in this way, it cannot use triggered actions.

Brutalize You make attack rolls against impaired targets with 1 boon, and your weapon attacks against such targets deal 1d6 extra damage.

Leech


Leeches go by different names in different cultures— barbers, chirurgeons, physicians, even medics. Some are formally trained, while others are self-taught and practice back-alley medicine. Others still honed their techniques in cultures where the study of the body was illegal and had to buy cadavers from grave robbers so they could perform their studies and experiments.

You gain the Physician’s Cure talent the first time you select Leech and the Advanced Medicine talent the second time you select Leech.

Physician’s Cure If you have a healer’s kit, you can use an action and expend a use from the kit to treat one target creature. Make an Intellect challenge roll. On a success, the target heals 1 damage and you can remove one of the following afflictions from the target: fatigued, frightened, impaired, or poisoned. If the affliction has permanent duration, it cannot be removed using this talent

Advanced Medicine You can also remove one of the following afflictions from the target of your Physician’s Cure talent: blinded, dazed, deafened, diseased, immobilized, slowed, and stunned.

Ruffian


You might be big, tough, and scary, or just have a way with words that causes people you face down to quail with fear. Either way, you’re a menace in any conflict, whether it comes to blows or not. People instinctively know that your threats are not empty ones. They know you will fulfill any promise you make, whether you vow to tear some bastard’s face off or to kill innocent children if their parents don’t follow your wishes to the letter. Your willingness to use brutality and violence without hesitation makes everyone take you seriously.

Gain the Threats talent the first time you choose ruffian and the Make Good talent the second time.

Threats You can use an action, or a triggered action on your turn, to make an Intellect attack roll against the Will of one creature within short range. The creature must be able to see and hear you. On a success, the target becomes frightened for 1 round. On a failure, the target becomes immune to your Threats until it completes a rest.

Make Good Your attacks with weapons deal 1d6 extra damage to frightened targets.

Scoundrel


You always know what to say to make someone do what you want them to do. You size up your prey, figure out what they fear or desire most, and then twist them up with your lies until they believe you can deliver. The people you affect with your words see you as a friend and ally, even if only moments before they saw you as a threat. These feelings of goodwill last only as long as you do nothing to undermine them—which is usually enough time to defuse a hostile situation or make good your escape.

Gain the Subterfuge talent the first time you choose scoundrel and the Baffling Subterfuge talent the second time.

Subterfuge You can use an action to make an Intellect attack roll against the Intellect of one creature within short range that can hear you and understand what you say. On a success, the target becomes charmed for 1 round or until you attack it. On a failure, the target becomes immune to your Subterfuge until you complete a rest.

Baffling Subterfuge When you use Subterfuge, you make the attack roll with 1 boon and you can also affect targets that cannot hear or understand what you say.

Skirmisher


You adopt a fighting style that favors speed and mobility. In combat, you rarely stay in one place for long, preferring instead to dart in, strike, and quickly disengage, always moving just a bit faster than your foes. Your methods not only keep you alive but can frustrate your opponents until they start making mistakes, allowing your allies to move in and finish them off.

Gain the Skirmish talent the first time you choose skirmisher and the Fleet-Footed talent the second time.

Skirmish You can use an action to move up to half your Speed. This movement does not trigger free attacks. At any one point during this movement, you can make an attack. The attack deals 1d6 extra damage.

Fleet-Footed When you use Skirmish, you can move up to your Speed instead of half your Speed.

Specialist


All rogues, to some extent, rely on the talents they possess and the skills they pick up to make their way in the world. You, however, focus your training on those skills you have developed, honing your capabilities until you master them. As a specialist, you choose a few areas of expertise to develop, allowing you to use Trickery in several different ways.

Gain one of the following talents the first time you choose specialist and a different talent from the following the second time.

Strength Expertise When you use Trickery on a Strength challenge roll, you make the roll with 1 additional boon. In addition, when you use Trickery on a Strength attack roll and get a 20 or higher, beating the target number by at least 5, you can move the target up to 1d3 yards away from you or knock the target prone.

Agility Expertise When you use Trickery on an Agility challenge roll, you make the roll with 1 additional boon. In addition, when you use Trickery on an Agility attack roll and get a 20 or higher, beating the target number by at least 5, you can move up to half your Speed without triggering a free attack.

Intellect Expertise When you use Trickery on an Intellect challenge roll, you make the roll with 1 additional boon. In addition, when you use Trickery on an Intellect attack roll and get a 20 or higher, beating the target number by at least 5, you can make the next attack roll against your target before the end of the next round with 1 boon.

Will Expertise When you use Trickery on a Will challenge roll, you make the roll with 1 additional boon. In addition, when you use Trickery on a Will attack roll and get a 20 or higher, beating the target number by at least 5, you impose 1 bane on the attack rolls the target makes against you until the end of the next round.

Toxicologist


Toxicologists study deadly substances, from venom extracted from the arachnids of the Spider Wood to toxic plants to manufactured poisons, with a wide range of nasty effects. Your focus is on using noxious extracts to harm your enemies, whether smearing cobra venom on your knives or coating your knuckledusters with debilitating powder.

You gain the Toxic Strike talent the first time you choose Toxicologist and Serial Poisoner the second time you choose Toxicologist.

Toxic Strike Any time you get a success on an attack roll made using a weapon and you had at least 1 boon on the roll, the target also becomes poisoned for 1 round.

Serial Poisoner Your attacks deal 2d6 extra damage to poisoned targets.

Trickster


Sly, unpredictable, and always with a trick up your sleeve, you know how to get the upper hand in any situation. Your methods focus on outwitting your opponents through misdirection, making them believe you will do one thing before you do the opposite. In a fight, you bring the full efficacy of your skills to bear when dealing with your enemies. You will always shove, knock down, disarm, or do whatever else you can to get the edge you need to bring the battle to a swift and victorious end.

Gain the Combat Cunning talent the first time you choose trickster and the Superior Combat Cunning talent the second time.

Combat Cunning When you use Trickery on an attack roll made to disarm, distract, feint, grab, knock down, pull, or shove, you make the roll with 1 additional boon.

Superior Combat Cunning When you use a Melee Attack Option, you reduce the number of banes imposed on your roll by 1.