operations:public:interactive_rulebook:core:rogue
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Table of Contents
Rogue
Rogues are agile skirmishers, assassins, and saboteurs. Masters of traps, poisons, and precision strikes, they avoid direct confrontation in favor of clever tactics and devastating ambushes.
🗡️ Class Overview
- Combat Role: Stealth DPS / Utility / Debuff
- Magic Access: None
- Armor Access: May wear Light or Medium Armor
- Weapon Access: May purchase One-Handed, Thrown, and Small Weapon skills
- Best For: Players who enjoy stealth, ambush tactics, and creative problem solving
🕶️ Class Perks
- Access to Backstab, Waylay, Assassinate, and Trap Use
- May use poisons and craft them with Poison Making
- Can disarm and set traps
- May purchase skills that manipulate awareness, movement, and enemy control
🧱 Restrictions
- May not purchase or use spell slots
- May not wear Heavy Armor
- May not purchase Two-Handed Weapon skills
- May not cast spells or perform Ritual Magic
- Cannot purchase Weapon Masteries
🎭 Roleplay Suggestions
- Rogues can be charming thieves, cunning spies, grim assassins, or resourceful survivors
- You likely prefer tactics, misdirection, and guile over brute force
- Trust may be hard to earn—and harder to give
- Let your actions speak louder than your words (especially when your knife is in their back)
📘 Related Skills
- Stealth & Tactics: Backstab, Assassinate, Waylay, Trap Use, Disarm Trap
- Mobility: Evade, Dodge, Sneak
- Crafting: Poison Making, Tinkering
- Awareness: Detect, Evaluate, Awareness
🧾 XP Costs
Rogues have discounted XP costs for stealth, mobility, and trap-based skills. See the XP & Skill Cost Tables for full details.
Play a Rogue if you want to control the battlefield from the shadows, exploit weaknesses, and strike when it matters most.
operations/public/interactive_rulebook/core/rogue.1748495553.txt.gz · Last modified: 2025/05/29 05:12 by eric