ROGUE
Computer Hacking: This is a computer skill similar to computer programming, however, the emphasis of this skill is breaking computer access to other computer systems and steal or sabotage its data. The character is an expert in tracing computer data, bypassing defense systems, and breaking ("hacking") codes; add a one time bonus of +5% to the cryptography, surveillance, and locksmith skills if the character is a hacker. Base Skill is 15%+5% per level of experience. Requires: The ability to read and write, computer operation, computer programming, and at least basic mathematics.
Concealment: The practiced ability to hide small items on one's body or in a hand, usually by continually moving it aroundfrom hand to hand or place to place unnoticed. Objects must be no larger than 14 inches in height and length, and six inches in width. The weight must also be 10 pounds or less (4.5kg). The smaller and lighter the object, such as a knife, gem, key, credit card, etc., the easier it is to conceal (add bonus of +5%). Larger items such as a book, scroll, club, statue, or similarly large or heavy object are more difficult to conceal on one's personfor obvious reasons. Base Skill is 20%+4% per level of experience.
Palming: Simply the ability to pick up and seemingly make a small object, such as a coin, key, or credit card, disappear by concealing it in one's hand. Adds a bonus of +5% to the pick pocket skill. Base Skill is 20%+5% per level of experience.
Pick Locks: The character knows the methods, techniques and tools for picking/opening, key, and basic tumbler type locks. This does not include sophisticated computer or electronic locks. It takes 1D6 melee rounds for each attempt to pick a lock. A failed roll means the lock holds; try again. Base Skill is 35%+5% per level of experience.
Pick Pockets: An ability to remove items from a person without their being aware of it. If a pick pocket attempt fails, the item has NOT been removed and there is a 67% likelihood of the intended victim recognizing the intent of the action. Base Skill is 25%+5% per level of experience.
Prowl: This skill helps the character to move with stealth; quietly, slowly, and carefully. Techniques include balance and footing, short steps and pacing, rifle positioning, prone positions for low visibility, and crawling. A failed roll means that the character has been seen or heard. If the prowl roll is successful, then the character is not seen or heard and may make a sneak attack. Base Skill is 40%+5% per level of experience.
Streetwise: This skill instills an understanding of the darker side of city life and the scoundrels who roam those streets. The streetwise character will be able to recognize gang members by their actions and philosophies, gang colors (emblems and clothing that denote membership to a particular organization), gang symbols and mannerisms, and dangerous locations and gangland haunts. The individual will also recognize a potential brawl situation, assess a gang member's rank/power in the organization, and know some of the hangouts, modes of operation, rituals, ethics, and perhaps even notorious gang leaders of the more infamous street gangs. This skill also includes the ability to recognize and locate black market dealers/organizations, illegal clinics, drag and arms dealers, and similar criminal outfits. Base Skill is 20%+4% per level of experience.
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