A Rogue playbook for the shining city-states.Written
against Wizards & Lizards v0.10 (BETA, not yet playtested).
The shining cities run on more than magic and gold. They run on
secrets carried, locks opened, the right throat reached at the right
moment, and on people quick and clever enough to do it and walk away
smiling. The goddesses get the temples. You get the back streets, the
rooftops, and the truth.
1.1 You Are Quick, and You Are
Lucky
You win by being where the blow is not, by knowing the thing no one
meant you to know, and by a knack for slipping out of trouble that
looks, to those who do not know better, exactly like luck. You are good
at a great many things, and deadly in the one moment your mark forgets
you are there.
1.2 Make Your Rogue
Your Agility begins at +2. Might,
Wits, and Presence begin at +0; the tables below will raise them.
You begin with:
Hit Points 14.
Speed 3 (no one is quicker).
Stress 4 + your Presence.
Defense = Agility + cover. You wear light
armor and favor light blades.
Larceny, your trade and signature skill: locks,
traps, and other people’s pockets. It is always one of your skills, and
your tools and tricks build on it.
Backstab, and you are Highly
Skilled (below).
Your edge (below).
Highly Skilled: where another adventurer begins with
three skills, you begin with four, Larceny, the two
your tables below grant, and one more of your choosing, and you gain a
new skill at every level, not only the even ones.
Now walk the tables. Roll or choose; take what each one grants.
1.2.1 What were you before the
knife? (1d6)
A guttersnipe of the dock wards, raised by no one. (+1
Agility · Streetwise)
A merchant’s clever child, taught to count and charm. (+1
Wits · Appraisal)
A fencing-master’s failed pupil, too quick for the forms.
(+1 Agility · Dueling)
A runner of letters between the great houses. (+1
Presence · Courtesy)
A faerie-touched foundling, light-fingered and luckier than you
should be. (+1 Presence ·
Glamour)
A poacher of the city’s edge, at home in the dark. (+1
Wits · Wayfaring)
1.2.2 How do you make your way?
(1d6)
Cutpurse and rooftop-runner. You read locks and
crowds like a page. (skill: Stealth)
Spy in borrowed silk. You wear other people’s faces
and lives. (skill: Disguise)
Duelist of the great houses. You settle other
people’s debts at dawn. (skill: Dueling)
Smuggler of the dockside. You always know who to
pay, and who to avoid. (skill: Contacts)
Charlatan of the fairs. You can sell a man his own
hat. (skill: Deceit)
Scout of the wild roads. You go gladly where the
city’s law will not. (skill: Tracking)
1.2.3 Who watches your back?
Choose another player’s character, the one you would not leave behind
even when the smart move says run. Once per session, when the two of you
act together, one of you may turn a partial success into a clean one,
the other was there at just the right moment.
1.2.4 Your edge (1d6)
A blade that folds to nothing. It is concealed
always, and your first strike in a fight is a Backstab.
A set of city-master’s picks. +1 to open locks and
disarm traps.
A domino mask of faewood. Once per day, those who
saw you cannot recall your face.
A weighted deck and a pair of kind dice. Once per
session, decide a coin-flip or a wager your way.
A coil of grappling silk, thin and strong. You
climb as fast as you run.
A debt owed by someone powerful. Once per session,
you may call it in.
1.3 Advanced Actions
You have Backstab already. Choose
one more now; you will gain others as you rise.
Backstab(granted). When you Strike a foe
who is unaware of you, surprised, or flanked by an ally, deal +3
damage.
Fortune’s Favor. Your stress cap rises by
2, more luck to push a roll, shrug a blow, or vanish
from a tight spot.
Shadow. +1 to Sneak, and you may hide in a moment’s
distraction, mid-fight, in plain sight, wherever a heartbeat’s
inattention gives you cover.
Duelist. When a foe misses you in melee, you may
mark 1 stress to riposte with a Strike (a
reaction).
Quick Fingers. +1 to locks, traps, and pockets, and
you may do such work in half the time, or under a watching eye.
1.4 Your Actions
Like every adventurer you have the shared actions, roll 3d6, add the
attribute, read the ladder (8- miss, 9-12 partial, 13-17 success, 18+
critical):
Strike (Might, or Agility with your
light blades) · Shoot (Agility) ·
Defend (Agility) · Maneuver
(Might/Agility) · Endure (the fitting attribute) ·
Skill (use one of your many skills). And you may always
mark stress to push a roll, resist a blow, or fuel an
Advanced Action.
1.5 As You Rise
You grow over five levels, and faster than most in skill: you gain a
skill at every level. At 2nd and 4th
level you also gain a new Advanced Action (choose from the list
above, or invent one with your GM). At 3rd and 5th
level you raise an attribute (to a cap of +3) and your blades
bite harder.