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Rogue - Rogue

Rogue (Rogue)


Hit Points

Hit Dice: d8 per Rogue (Rogue) level
Hit Points at first Level: 8 + your Constitution modifier
Hit Points at Higher Levels: 1d8 (or 5) + your Constitution modifier per rogue level after 1st

Proficiences

Armor: Light Armor
Weapons: Simple Weapons, Light Fire arms, Powered sabers
Tools: Thieves' Tools
Saving Throws: Dexterity, Intelligence
Skills: Choose four from Acrobatics, Athletics, Deception, Insight, Intimidation, Investigation, Perception, Performance. Persuasion, Sleight of Hand, and Stealth

Overview & Creation

The System is full of known and unknown tragedy, some former colonies struggle to get food, war breaks out over the few rocks that can sustain long term habitation, earth as we know it is half consumed with a type of monster out of our nightmares, piracy is rampant and people are hungry to replace their humanity with tools of war. This, is Terrible. This, is also terribly profitable. There are people in space that struggle with moral issues, and how to adapt in this life. That just so happens to not concern you what so ever. Tricksters and technical savants, Spooks and Hackers, you are a very common sight in stations and among pirates. Ethics and humanity long aside, you've embraced a skill set and an attitude towards useful enhancements that allows you to thrive in this new world.


Class Features

  1. Expertise - Specialized implants allow for above human qualities in certain abilities and skill sets, Sneak attack - A lot can be aid for replacing one eye with a digital sensor and onboard targeting computer,
  2. Cunning Action - Sometimes experience outperforms even cybernetics, and remembering to hide can be one of them.
  3. Specialized Implants (Rogue Subclass)
  4. Ability enhancing implant (ASI) - Humans have limitations, you have chosen to not.
  5. Replaced Reflex systems (uncanny dodge) - Replacing part of your nervous system is worth it to keep the rest of it alive.
  6. Expertise
  7. Reactive Joint Implants (Evasion) - sometimes the ball joint is just not fast or bendable enough when explosions are involved.
  8. Ability enhancing implant (ASI)
  9. Specialized Implants (Rogue Subclass)
  10. Ability enhancing implant (ASI)
  11. Replaced nervous system (Reliable Talent) - Human skills are fallible as is their machinery, replace that machinery, your replace the fallibility
  12. Ability enhancing implant (ASI)
  13. Specialized Implants (Rogue Subclass)
  14. UV/Inferred Sensitive eyes (Blind sense) - Your eyes have been enhanced to see in the inferred and UV spectrum, anything warm or radioactive is visible to you.
  15. Psychological Defense Programing (Slippery Mind) - A defensive AI in your mind can be the best defense when the bio-mechanics and psycho-mechanics come to play.
  16. Ability enhancing implant (ASI)
  17. Specialized Implants (Rogue Subclass)
  18. Reaction Time Enhancing Drugs (Elusive) - A small trick from the raiders, enough drugs to keep you alert, but not to much to become a brain dead monster.
  19. Ability enhancing implant (ASI)
  20. Advanced Probability AI (Stroke of Luck) - You've changed the outcome of an event just by measuring it.

 


Starting Equipment

  • (a) Celestial Hard Light Blade (Rapier) or (B) a UES-C34 Short Field Blades (shortsword)
  • (A) An old Earth SMG (shortbow) or (B) a UES-C34 Short Field Blades (shortsword)
  • (a) a Thiefs kit, (B) Wreck explorers kit, or (C) a Colonial Explorers kit
  • Polymer Kevlar Vest (leather Armor) Two Utility Knives (daggers) and Hacker's Tools (Thieves Tools)

 


Spellcasting

The Arcane Trickster subclass uses Quantum Manipulation for its casting.


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