Rogue Tables

 

How the system works

Go to the table directed by your previous rolls , and toss the dice. Take the appropriate Skill, Power, Perk or whatever and deduct the cost from the points you had left over after generating your Stat.s. Repeat until you run out of points! If you roll something you already have, then simply increase the value by one step. That's all there is to it!

 

Tough

Roll 2d6. Find the first roll in the first column, and the second roll in the second. If you have two dice of different colours, specify one as the red column and one as the white and then you can roll both at once.

Roll 1

Roll 2

Cost

Benefit

1-2
1-2
5

Brawling: +1d6 HA

1-2
3
3

Breakfall

1-2
4-6
var.

Combat Skill Levels. Roll 1d6

  • 1-3. +1 OCV with one weapon (2 points)
  • 4-5. +1 CSL with one weapon (3 points)
  • 6. +1 CSL with hand to hand combat (5 points)
3-4
1
3

Interrogation

3-4
2
3

Persuasion

3-4
3
var.

Range skill levels (roll d6)

  • 1-3. +1 with a single attack (1 1/2 points)
  • 4-5. +1 with three specific attacks or a close group (2 points)
  • 6. +1 with all ranged attacks (3 points)
3-4
4
3

Security Systems

3-4
5-6
3

Stealth.

5-6
1

Tactics - particularly relating to gang warfare

5-6
2-4
var.

Weapon Familiarity. Roll 1d6

  • 1. Weapons of opportunity
  • 2-3. One HTH weapon (1 point, normally knife)
  • 4-5. Common Melee weapons (2 points)
  • 6. One missile weapon (1 point)
5-6
5
3

Weaponsmith (muscle-powered weapons)

5-6
6
3

Resistance (+3 to EGO roll)

Thief

Roll 2d6. Find the first roll in the first column, and the second roll in the second. If you have two dice of different colours, specify one as the red column and one as the white and then you can roll both at once.

Roll 1
Roll 2

Cost

Benefit

1-2
1
3

Acrobatics

1-2
2-3
3

Climbing

1-2
4-5
3

Concealment

1-2
6
3

Disguise

3-4
1-2
3

Lockpicking

3-4
3
2

PS: Estimate value (11-)

3-4
4-5
3

Security Systems

3-4
6
3

Shadowing

5-6
1
3

Sleight of Hand

5-6
2-3
3

Stealth

5-6
4-5
var.

Weapon Familiarity. Roll 1d6

  • 1-3. One HTH weapon (1 point)
  • 4-5. Common Melee weapons (2 points)
  • 6. One missile weapon (1 point)
5-6
6
var.

Enhanced PER

  • 1-4. +1 with hearing (2 points)
  • 5-6. +1 with all senses (3 points)

Underworld

Roll 2d6. Find the first roll in the first column, and the second roll in the second. If you have two dice of different colours, specify one as the red column and one as the white and then you can roll both at once.

Roll 1

Roll 2

Cost

Benefit

1-3
1
3

Bribery

1-3
2
var.

Combat Skill Levels. Roll 1d6

  • 1-3. +1 OCV with one weapon (2 points)
  • 4-5. +1 CSL with one weapon (3 points)
  • 6. +1 CSL with hand to hand combat (5 points)
1-3
3
3

Disguise

1-3
4
3

Forgery

1-3
5
3

Interrogation

1-3
6
2

KS: Local criminals

4-6
1
2

KS: Local law enforcement

4-6
2
2

Lang: Local thieves' argot

4-6
3
3

Paramedic (Healer)

4-6
4
3

Persuasion

4-6
5
3

Skill modifier (professional). Choose the appropriate skill modifier: Assassin, Entertainer, Spy, Thief, etc. (see also notes on professional skill modifiers)

4-6
6

Take this roll (only) on tables from another profession (roll d6):

Rogue Perks

Roll 2d6. Find the first roll in the first column, and the second roll in the second. If you have two dice of different colours, specify one as the red column and one as the white and then you can roll both at once.

Roll 1
Roll 2

Cost

Benefit

1-3
1-2
2

Contact (on an 11-, roll d6)

  • 1. Fence (dealer in stolen goods)
  • 2. Senior member of a criminal fraternity
  • 3. Informer
  • 4. Senior member of the City Guard
  • 5. Powerful Character-type
  • 6. Member of the nobility
1-3
3-5
1

Favour (on an 11-, roll d6)

  • 1-2. Senior member of a criminal fraternity
  • 3-4. Senior member of the City Guard
  • 5. Powerful Character-type
  • 6. Member of the nobility
1-3
6
1

Perk: Member of an organised thieves' guild, or gang

4-6
1
2

Perk: Member of the lower nobility

4-6
2
5

Money: Well off.

4-6
3-6

Roll on the: (roll d6)

Rogue Disadvantages

Roll 2d6. Find the first roll in the first column, and the second roll in the second. If you have two dice of different colours, specify one as the red column and one as the white and then you can roll both at once.

Roll 1
Roll 2
Points
Notes
1-2
1
5 or 10

Age.
You have become elderly in the course of your adventures. You may have to go back and decrease some CHA to meet the extra cost if you exceed the required maximums

1-2
2
10

Enraged.
You have a hair-trigger temper. You can be set off by (roll d6):

  • 1-2. being insulted (11-/14-)
  • 3-4. being thwarted (11-/14-)
  • 5. being pestered by the authorities (11-/11-)
  • 6. Your religion is insulted (14-/11-)
    If you roll this disadvantage again, change it to Berserk.
1-2
3-4
5

Dependance.
You are an addict. You suffer 2d6 damage if you go (roll d6):

  • 1-4. More than an hour without a drink. (Sot!)
  • 5-6. More than 5 hours without a drug.

If you roll this disadvantage again, increase effect by 1d6.

1-2
5
10

Dependant NPC
You have someone else in your life! Roll d6:

  • 1-3. A family member (Normal, 8-)
  • 4-5. An apprentice (Slightly less powerful, 11-)
  • 6. A partner in roguery (As powerful, 14-)

If you roll this disadvantage again, increase frequency of appearance, by one step, or decrease power of DNPC one step.

1-2
6
5

Distinctive features.
The knife fight in a burning barn that left you with a huge burn on your face. The whipping that left your back covered in scars. Or the tattoo of the Maiden of Obscure Desire you got when drunk with that fake priest... in any case, something easily concealed, that causes no great reaction. If you roll this disadvantage again, increase the reaction or noticability one step.

3-4
1-3
15

Hunted.
You have attracted the attention of (roll d6)

  • 1-2. The city guard (NCI, less powerful, limited geographical area, 11-)
  • 3-4. A rival gang (As powerful, limited geographical area, 11-)
  • 5. A powerful personage (time to generate another random character! More powerful, 8-)
  • 6. The local lord (More powerful, NCI, limited geographical area, 8-)
3-4
4
10

Physical Limitation
A limp. A missing eye. Asthma. Something that afflicts you constantly, but impairs you only slightly. The roguish lifestyle exposes you to a panoply of chances to acquire minor injuries. If you roll this disadvantage again, increase the level of impairment one step. (A hook hand, for example). You may - if you need the points, take a distinctive feature based on this, or combine them if you already have one (A wooden leg, for example).

3-4
5-6
15

Psychological limitation
A life on the streets can leave anyone with a few quirks!

  • Money hungry
  • Wanderlust
  • Paranoid
  • Honest - keep your word (the letter of it, anyway!)
  • Robin Hood complex - gives profits to the needy
  • Sucker for a pretty face
  • etc

If you roll this disadvantage again, just take another one. If you are pressed for information you can always visit the Master List of Psychological Limitations,

5-6
1-2
15

Psychological limitation
A life on the streets can leave anyone with a few quirks!

  • Money hungry
  • Wanderlust
  • Paranoid
  • Honest - keep your word (the letter of it, anyway!)
  • Robin Hood complex - gives profits to the needy
  • Sucker for a pretty face
  • etc

If you roll this disadvantage again, just take another one. If you are pressed for information you can always visit the Master List of Psychological Limitations,

5-6
3
10

Reputation
Ha! People recognise you for what you are.

  • 1. A sucker - a real softy (11-)
  • 2. A hardened criminal (8-, extreme)
  • 3. Untrustworthy (8-, extreme)
  • 4. Coward (11-)
  • 5.Will do anything for money (11-)
  • 6. Informer (8-, extreme)
5-6
4
5

Rivalry
You'll show that scheming, two-bit, no-good... Roll d6.

  • 1-3. Romantic Rival
  • 4-6. Professional Rival (time to roll up another random character!)
5-6
5
15

Secret ID.
You are not who you appear to be. This could mean that you conduct your criminal activities behind a legitimate front, or that you are pursuing your criminal activities as a front for some other activity - pursuing vengeance, or as a thief-catcher.

5-6
6
5

Unluck
Somehow, things never seem to go your way. 1d6 of unluck. If you roll this disadvantage again, just take another d6.

The use of this table is fairly self-explanatory. However, there are a couple of points to note. First, since characters in my Fantasy level games are usually built on a 50 or 75 point base, they have a limit of 25 points from any one category. However, for random NPCs you may or may not want to enforce this. Second, to make life easier, I don't insist that random NPC's points totals balance totally. If they get lucky on the Disadvantages, then they just get handed a bunch of experience. However, if something is rolled, and points are lacking, I will often just add an extra disadvantage if it seems appropriate. For instance, a character rolls up the reputation "coward", and since he's only got the one disadvantage, I decide the reputation is true and add in the Psychological limitation "coward". Of course, a reputation might not be true! Either way, I tend to do this adjustment at the end of the process, and only if it seems obvious.

As always, change this approach to suit yourself!

 


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