Rogue

Generalist operator inside and beyond the grid.

The Rogue is the person who makes the Rim work. Not the corps -- the corps extract, exploit, and abandon. Not the Nine -- the Nine write laws that benefit the Nine. The Rogue is the bypass: the lock that gets picked, the guard that gets distracted, the data that gets copied, the price that gets negotiated down to what the crew can actually pay. Every Rim settlement has a Rogue. Most have several. The Kadiss grid cannot classify them because they refuse to hold still long enough to be classified.

Asset Realisation has no clean entry for the Rogue. A Rogue exposed on the wrong Kadiss manifest is already in danger -- and plans to be elsewhere when enforcement arrives. Free Rogues work through gaps in the grid: identities that do not resolve, rek trails that dead-end, local sensor logs with convenient holes. The corps call them "unregistered commercial operators" and treat them as a cost of doing business in the Rim.

The Rogue is the generalist the party needs when no specialist is available. Lock to pick? Rogue. Trap to disarm? Rogue. Guard to distract? Rogue. Deal to negotiate? Rogue. The Rogue is not the best at any of these things -- the Infiltrator is stealthier, the Cutpurse is faster, the Face is more persuasive. But the Rogue is good enough at all of them, and the Rogue is always there.

Operating on the Edge chassis (d6 HD, 3/4 BAB, Ref good, Fort/Will poor, 8 SP). Light armour and concealable weapons -- the Rogue's tools are discretion and surprise. Prime requisite: DEX. The Rogue survives by being fast, being quiet, and knowing when to be neither.

Rules Reference

FieldValue
Armor AllowanceLight
Bab Tierthree-quarters
Base Skill Points8
Hdd6
Hd Sides6
Max Level20
Primary AbilitiesDEX
Prime RequisitesDEX
Save Tiers / Fortitudepoor
Save Tiers / Reflexgood
Save Tiers / Willpoor
Weapon AllowancePistol, Knife, All one-handed melee weapons, Thrown weapons

Notes

Archetype Niche: The Rogue is the party's generalist problem-solver. Sneak Attack provides scaling precision damage that rewards tactical positioning and stealth. Trapfinding makes the Rogue essential for crawl and derelict exploration -- no other class can find and disarm complex traps. Rogue Talents provide customization: the Rogue can build toward combat (Combat Trick, Finesse Training, Opportunist), stealth (Fast Stealth, Skill Mastery), or defense (Evasion, Uncanny Dodge, Trap Spotter). The Rogue's niche is flexibility -- they adapt to what the party needs.

Multiclass Notes: Rogues are the most flexible multiclassers, pairing well with any Rogue-group or Warrior-group archetype. Non-humans use simultaneous multiclassing rules.

Level Table

Scoundrel

FieldValue
bab0
fortitude0
level1
reflex2
skillPoints32
titleScoundrel
will0
xp0

Footpad

FieldValue
bab1
fortitude0
level2
reflex3
skillPoints8
titleFootpad
will0
xp1250

Rogue

FieldValue
bab2
fortitude1
level3
reflex3
skillPoints8
titleRogue
will1
xp2500

Burglar

FieldValue
bab3
fortitude1
level4
reflex4
skillPoints8
titleBurglar
will1
xp5000

Lockmaster

FieldValue
bab3
fortitude1
level5
reflex4
skillPoints8
titleLockmaster
will1
xp10000

Master Rogue

FieldValue
bab4
fortitude2
level6
reflex5
skillPoints8
titleMaster Rogue
will2
xp20000

Shadow Thief

FieldValue
bab5
fortitude2
level7
reflex5
skillPoints8
titleShadow Thief
will2
xp40000

Grand Rogue

FieldValue
bab6
fortitude2
level8
reflex6
skillPoints8
titleGrand Rogue
will2
xp70000

Shadow Lord

FieldValue
bab6
fortitude3
level9
reflex6
skillPoints8
titleShadow Lord
will3
xp110000

High Shadow Lord

FieldValue
bab7
fortitude3
level10
reflex7
skillPoints8
titleHigh Shadow Lord
will3
xp160000

Shadow Expert

FieldValue
bab8
fortitude3
level11
reflex7
skillPoints8
titleShadow Expert
will3
xp220000

Shadow Authority

FieldValue
bab9
fortitude4
level12
reflex8
skillPoints8
titleShadow Authority
will4
xp280000

Master Thief

FieldValue
bab9
fortitude4
level13
reflex8
skillPoints8
titleMaster Thief
will4
xp340000

High Master Thief

FieldValue
bab10
fortitude4
level14
reflex9
skillPoints8
titleHigh Master Thief
will4
xp400000

Guildmaster

FieldValue
bab11
fortitude5
level15
reflex9
skillPoints8
titleGuildmaster
will5
xp460000

High Guildmaster

FieldValue
bab12
fortitude5
level16
reflex10
skillPoints8
titleHigh Guildmaster
will5
xp520000

Gutter Authority

FieldValue
bab12
fortitude5
level17
reflex10
skillPoints8
titleGutter Authority
will5
xp580000

High Gutter Authority

FieldValue
bab13
fortitude6
level18
reflex11
skillPoints8
titleHigh Gutter Authority
will6
xp640000

Shadow Paragon

FieldValue
bab14
fortitude6
level19
reflex11
skillPoints8
titleShadow Paragon
will6
xp700000

Supreme Rogue

FieldValue
bab15
fortitude6
level20
reflex12
skillPoints8
titleSupreme Rogue
will6
xp760000

Special Abilities

Sneak Attack

FieldValue
level1
nameSneak Attack

description: The Rogue knows where to put the blade -- the gap in the armour, the kidney shot, the vertebrae that severs the spinal cord. When attacking a target that is flat-footed, denied DEX to AC, or flanked, +1d6 precision damage. This increases by +1d6 at levels 3, 5, 7, 9, 11, 13, 15, 17, and 19 (max +10d6). Ranged sneak attacks require the target to be within 30 feet -- beyond that, the Rogue cannot read the body well enough to place the shot. Creatures immune to critical hits are immune -- the Rogue needs anatomy to exploit. Additionally, the Rogue gains a bonus Rogue Talent at levels 2, 6, 10, 14, and 18 -- tricks picked up across dozens of Rim jobs, most of which went badly before they went well.

Trapfinding

FieldValue
level1
nameTrapfinding

description: The Rogue has tripped enough traps to recognise the signs. Perception can locate traps with DC higher than 20 -- the hair-thin tripwire, the pressure plate under the deck grating, the sensor lens hidden in the bulkhead seam. Security disarms mechanical traps. Demolitions disarms explosive traps. +2 to Perception to find traps and +2 to checks to disable them. At level 8, the Rogue can disarm a trap as a move action -- the hands know the sequence before the brain finishes processing the threat. At level 14, the Rogue can bypass a trap without disarming it, leaving it live for whoever follows. The Rogue has learned that some problems are better left for the people chasing you.

Rogue Talents

FieldValue
level2
nameRogue Talents

description: At levels 2, 6, 10, 14, and 18, the Rogue selects one Rogue Talent: Evasion (no damage on successful Reflex save -- the Rogue has learned to move before the explosion registers), Uncanny Dodge (retain DEX to AC when flat-footed -- the Rogue's body reacts before the Rogue's mind), Fast Stealth (move full speed while using Stealth -- silence is about weight distribution, not speed), Combat Trick (gain one Combat feat -- the Rogue has been in enough fights to learn something), Skill Mastery (select 2 skills, may take 10 even when threatened -- competence under pressure is the Rogue's defining trait), Finesse Training (use DEX instead of STR for melee attack rolls with one weapon type -- precision over power), Trap Spotter (automatic Perception check to notice traps within 10 feet -- the Rogue's peripheral vision has saved their life more times than they can count), or Opportunist (once per round, attack of opportunity against a target hit by another character's melee attack -- the Rogue's blade finds the opening the ally's strike created).

Improved Evasion

FieldValue
level11
nameImproved Evasion

description: The upgrade to Evasion: the Rogue takes no damage on a successful Reflex save and half damage on a failed one. Explosions, plasma vents, breaching charges -- even a failed save leaves the Rogue standing.

Opportunist

FieldValue
level13
nameOpportunist

description: Once per round, the Rogue may make an attack of opportunity against an opponent who has just been struck in melee by an ally. This attack is treated as a Sneak Attack if the conditions are met (the target is flanked, flat-footed, or unaware of the Rogue). When someone else creates the distraction, the Rogue finishes it.

Hide in Plain Sight

FieldValue
level15
nameHide in Plain Sight

description: The Rogue can use the Stealth skill even while being observed, as long as there is some form of cover or concealment within 10 feet. Normal Stealth requires breaking line of sight first; Hide in Plain Sight removes that requirement. The Rogue simply vanishes.

Master Infiltrator

FieldValue
level17
nameMaster Infiltrator

description: The Rogue treats all Security/Locks and Hacking checks as if they had taken 10, even under stress or distraction. This does not allow taking 20 (that still requires unlimited time and no penalty for failure), but the Rogue's baseline under pressure holds steady.