Rogues of Weirth
Assassin
Assassins are a rare sub-class of Rogues; they are trained killers, members of secret guilds and societies of their kind. As an Assassin, you begin the game as a very minor member of the nearest Assassins’ Guild, a secret organization to which you and your fellow Assassins have given dire oaths and pledges of loyalty. The first rule of the Assassins’ Guild, one might say, is that no one talks about the Assassins’ Guild. You are not an indiscriminate killer for hire, for the guild strictly regulates the actual assassination missions its members are permitted to undertake. As an Assassin-adventurer, you provide your allies with a mixture of thieving skills and combat capabilities, although you are not as proficient with thieving skills as a true Thief, nor are you truly a front-line fighter. However, your ability to disguise yourself can be of great advantage in certain situations, and your ability to use poisons and poisoned weapons can often turn the tide in a desperate combat.
The Assassin depends on Dexterity, Strength, and Intelligence for effectiveness, and thus must have a minimum score of 13 in each Ability. If DEX or INT are greater than 15, the character adds 10% to experience awarded.
The Assassin utilizes a d6 for determining HP.
Assassins may use any of the magical items available to Thieves. They use the Rogue Melee column.
An Assassin will only wear Light armor and may carry shields. They are trained in the use of daggers and poisons, any other weapons are determined by circumstances.
Class Abilities
Assassination is the primary function of an Assassin, though they may be assigned to penetrate “enemy” territory for purposes of spying, sabotage or other covert activities.
WIP
WIP Tasks - The Assassin character may choose two of the following tasks To perform as “Trained” at first level. The others will be “Untrained” and can be improved as per Task Resolution procedures.
Disguise
Urban Mapmaking - The PC is able to accurately map urban areas from memory, within 1 hour per Level of traveling through an area
Backstab - 1st Level: +2 To Hit and +1d8 damage, when attacking from behind, with Surprise
5th Level - +4 to Hit and +2d8 damage, when attacking from behind, with Surprise
Light Step – The PC will activate traps only when the Referee rolls 1 on a d6.
Advancements
Brew Poisons/Narcotics
Level 3: Brew poisons and narcotics: brew one dose of either a poison or a narcotic each day, providing she possesses the necessary ingredients. The mixtures can be used to coat weapons, or may be ingested by the intended victims. An Assassin learns how to brew Type A poisons at level 3. They learn how to brew an additional type of poison for every two levels they progress beyond third level. Thus, at 11th level a Witch can brew Type E poison. Poison types are as per the Dungeon Masters Guide. Saving throws are applicable. A narcotic has the effect of a Sleep spell on a victim with 8 or fewer hit points, if the saving throw is failed. A victim with from 9-16 hit points will be reduced to half Dexterity and half normal movement for 12 turns; a victim with 17-24 hit points will lose one-third Dexterity and one-third movement rate for the same 12-turn duration; a victim with 25 or more hit points will lose one-sixth of Dexterity and movement for the duration of the narcotic’s effect. A successful save will halve the effect and duration of a narcotic.
Level 4: Brew truth drug: An Assassin may brew one dose of truth drug per week. A victim who ingests a dose of the drug will fall into a stupor, and is forced to answer from 1-4 questions truthfully. The truth drug can only affect an individual of the same or a lower experience level than the Assassin who brewed the concoction.
“Thieving Skills” - an Assassin will roll a d10 “Trained” on all 7UP rolls for the following Tasks/Proficiencies, known as Thieving Skills:
1) Climbing walls or cliffs. The percentage chance is what the assassin needs to climb a wall that others cannot climb. If the wall is more difficult than normal (very slippery, for example), the referee may lower a thief ’s chances of success. In general, if a normal person has a chance to climb a wall, a thief can most likely do it automatically.
2) Delicate tasks. This percentage chance is used for disabling small mechanical traps like poisoned needles, and is also used for picking pockets. The skill is also used to detect whether a mechanism, keyhole, or other small location contains a trap that can be removed.
3) Hearing sounds. An assassin can hear well when concentrating; this mainly includes listening at doors.
4) Hiding in the shadows. Assassins can make themselves very hard to see when lurking in the shadows. Anyone can hide, of course, but thieves are virtually invisible and can move around while hiding.
5) Moving silently. Assassins can move quietly, without being heard.
6) Opening Locks. Assassins can pick locks; some locks might be un- usually difficult, in which case the Referee might reduce the percentage chance as appropriate.
Stronghold
Establish Guild (14th): At 14th level, the Assassin may establish (or take over) a guild of Assassins. The guild need not be located in a large city, and can even be established as a barony in the wilderness. However, if the new guild is within the territory of an existing guild, there will unquestionably be a battle to the death between them. Assassins’ Guilds do not – ever – share their territory. An existing guild of Assassins will generally not accept the leadership of a new Guildmaster who does not claim that rank by killing the former Guildmaster.
ASSASSIN LEVEL TITLES
Bravo (Apprentice)
Rutterkin
Waghalter
Murderer
Thug
Killer
Cutthroat
Executioner
Assassin
Expert Assassin
Senior Assassin
Chief Assassin
Prime Assassin
Guildmaster Assassin
Thief
The Thief is a figure in the shadows, an expert in stealth and delicate tasks. Locks, traps, and scouting are your trade; you are the eyes and ears of the adventuring party, the one who handles the perils of the dungeon itself. In many ways, you are a scholar of the world; in the course of your profession you pick up knowledge about languages and even magic. You are the guide; the scout; and when necessary, the deadly blade that strikes from the shadows without warning. In your profession, it takes great skill to survive – the life expectancy of most Thieves is very short. However, if you rise to a high level, your reputation in the hidden community of tomb robbers and alley skulkers will attract followers to your side, often enough allies to place you in power as a guildmaster of Thieves. A high-level Thief is a deadly opponent, for such an individual has learned subtlety and survival in the game’s most difficult profession
The Thief depends on Dexterity for their effectiveness, and thus must have a minimum score of 12 in DEX. If this score is greater than 15, the character adds 10% to experience awarded.
The Thief utilizes a d8 for determining HP.
Thieves may use any of the magical items available to Thieves. They use the Thief Melee and Saving Throw tables.
Thieves can be proficient in the use of most Small Weapons, including Club, Dagger, Dart, Star, Sling, Mace, Short Bow, Crossbow.
Class Abilities
Saving Throw Bonus: Thieves gain a +2 bonus on saving throws against devices, including traps, magical wands or staffs, and other magical devices.
WIP Tasks - The Thief character may choose two of the following tasks To perform as “Trained” at first level. The others will be “Untrained” and can be improved as per Task Resolution procedures.
Disguise
Urban Mapmaking - The PC is able to accurately map urban areas from memory, within 1 hour per Level of traveling through an area
Backstab - 1st Level: +2 To Hit and +1d8 damage, when attacking from behind, with Surprise
5th Level - +4 to Hit and +2d8 damage, when attacking from behind, with Surprise
Light Step – The PC will activate traps only when the Referee rolls 1 on a d6.
“Thieving Skills” - a Thief will roll a d12 on all 7UP rolls for the following Tasks/Proficiencies, known as Thieving Skills:
1) Climbing walls or cliffs. The percentage chance is what the thief needs to climb a wall that others cannot climb. If the wall is more dif- ficult than normal (very slippery, for example), the referee may lower a thief ’s chances of success. In general, if a normal person has a chance to climb a wall, a thief can most likely do it automatically.
2) Delicate tasks. This percentage chance is used for disabling small mechanical traps like poisoned needles, and is also used for picking pockets. The skill is also used to detect whether a mechanism, keyhole, or other small location contains a trap that can be removed.
3) Hearing sounds. A thief can hear well when concentrating; this mainly includes listening at doors.
4) Hiding in shadows. Thieves can make themselves very hard to see when lurking in the shadows. Anyone can hide, of course, but thieves are virtually invisible and can move around while hiding.
5) Moving silently. Thieves can move quietly, without being heard.
6) Opening Locks. Thieves can pick locks; some locks might be un- usually difficult, in which case the Referee might reduce the percentage chance as appropriate.
Advancements
Read Normal Languages (3rd): Thieves of third level and above can figure out the gist of most written languages, and have an 80% chance to comprehend treasure maps or written documents. This does not mean they can automatically decipher codes or solve riddles, although it would allow them to understand what a riddle says, for example.
Read Magical Writings (7th): At seventh level, a Thief has gained enough knowledge to decipher magical writings, but their understanding is not perfect when the magic is complicated (that is, for spells higher than fourth). Thieves can cast Magic-User spells from scrolls, but for the high-level spells they have an additional -2 on their d30 Spell Failure Roll.
Stronghold
Establish Guild (9th): At ninth level, a Thief is well enough known to assemble a small guild of Thieves if the character chooses, attracting a shadowy band of sneaks, thugs, and other unsavory characters into his (or her) service. Alternatively, a Thief may establish a stronghold and attract a body of men-at-arms who will swear their loyalty to the character as their liege Lord (or Lady). Most likely, the castle will attract peasants seeking safe places to establish homes, and the Thief will become more powerful and influential as the number of such followers increases. The stronghold will likely be a small territory carved from the wilderness, held as a freehold by the self-ennobled character.
Pirate
The Pirate is the Soldier of the sea, with some specialized skills and knowledge.
The Pirate depends on both Strength and Charisma for effectiveness, and thus must have a minimum score of 12 in each Ability. If STR or CHA are greater than 15, the character adds 10% to experience awarded.
The Pirate utilizes a d8 for determining HP.
Pirates may use any of the magical items available to Thieves or Fighting Men. They use the Thief Melee and Saving Throw tables.
Being seafaring types, Pirates generally only wear the lightest of armor, and no shields. They prefer one-handed weapons, light and quick, plus short bows and crossbows.
Class Abilities
Navigation: sailing the seas by the stars
Seamanship: how and why to do things on a boat or ship
Cargo Handling: it may seem odd, but knowing how much of something you can fit into a container, how much it weighs, how to ship it and how to get it from ship to shore is more complicated than one might think
Charming – while trying to influence people or creatures you are able to adjust a reaction roll up or down one category.
Sure-footed - with much experience traversing catwalks, ratlines and such, you are able to keep your balance in unusual conditions (+1 to balance checks) and you activate traps only when the Referee rolls 1 on a d6.
Fending - A character with this skill, on foot, using a weapon more than five feet long, may make a Fending attack to keep an opponent at bay. If this attack has a successful ‘Hit’, their opponent takes 2 HP damage and must roll a Save vs Death to be able to attack this round. The PC making the Fend attack may fend off one opponent per two HD, rounding up (Ex.: a L3 Pirate may use an eight foot long spear to fend off two attackers, rolling to hit against each of them).
A Pirate will not establish a stronghold.
Brigand
Noble thieves, outlaw revolutionaries, upright rogues: Brigands are a loosely-organized class of common people (most refuse to accept the label ‘adventurer,’ since they feel that applies to nobles who gallivant for fun) that does whatever is necessary to improve the lives of Weirth’s lower classes. They have little regard for the laws of the land: stealing, plundering, and extorting from Weirth’s nobles and wealthy, and use this to provide mutual aid to the poor. This doesn’t mean, however, that they are merely criminals without regard for life. Most follow the Brigand’s Rede, a code of conduct calling for stealing only when it is necessary to sustain the lives of oneself or other people. The ‘Rede also calls for honesty, meditation, equanimity, and love for others and oneself. Most brigands follow the ‘Rede closely, and as such they tend toward Lawful alignments, however some see it as “loose guidelines” and place their own heart’s inclinations above it (they tend more to Chaotic alignments). A few brigands with Chaotic alignments have rejected the ‘Rede entirely, instead using Brigand methods for their own personal gain. Other Brigands call these rogues “Saeculars” and refuse to work with them.
The Brigand depends Strength for effectiveness, and thus must have a minimum score of 12. If STR is greater than 15, the character adds 10% to experience awarded.
The Brigand utilizes a d8 for determining HP.
Brigands may use any of the magical items available to Thieves or Fighting Men They use the Fighting Man Melee table and Thief Saving Throw tables. They can be found wearing any kind of armor and shield and weapon choices are as varied as their backgrounds.
Class Abilities
Strength Bonuses: Unlike most other character classes, Brigands with a high Strength can have bonuses to hit and on damage.
Bivouac and Field Fortifications: Brigands are well-practiced at setting up camps and temporary fortifications. They are able to quickly determine the best place for a camp, its attendant facilities, and relatively quickly (with assistance) create a barrier to entry with materials at hand (if any). Brigands are also proficient in setting up totems and phylacteries of protection (hexes).
Resource Management: Brigands are often adept at supplementing their own stock of supplies, rations, weapons, and ammunition (as well as other highly portable trade goods When a Brigand PC is in a settlement they are able to “liberate” or “acquire” certain supplies, equipment, food
Lore - (Lore is a 7UP Task for Brigands) Brigands are often very knowledgeable about the areas in which they operate. Whenever the Brigand finds something strange, for example: an unidentified magical item, or unknown site, the Referee rolls the 7UP Task. If the result of the roll is equal to or lower than the Bringand’s rating in the lore ability, the Referee reveals useful information about the object or site. Otherwise, the Referee tells the brigand a lie.
Smuggling and Fences: Brigands have contacts in settlements where they can deliver any goods they may have obtained, or for information, transportation, etc. WIP
Establish Stronghold (9th): At ninth level, a Brigand may establish a stronghold and attract a body of men-at-arms who will swear their loyalty to the character as their liege Lord (or Lady). Most likely, the castle will attract peasants seeking safe places to establish homes, and the Brigand will become more powerful and influential as the number of such followers increases. The stronghold will likely be a small territory carved from the wilderness, or a refurbished castle that had been abandoned, held as a freehold by the self-ennobled character.