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This is a new Hero type, to fulfil the role of "thief" and "spy" in a party of adventurers. |
Rogues are somewhat unlikely Heroes, typically failing to endear themselves to law-abiding villagers, what with their particular areas of expertise. Nonetheless, sometimes a stealthy individual who might otherwise be naught more than a burglar or cutpurse might be compelled to join a band of brave heroes as they venture forth into dungeons to vanquish monsters, save villagers -- and, oh yes, get a lot of gold in the process.
SPECIAL RULES FOR ROGUES
Rogues have -1 to Starting Toughness, -1 to Starting Strength, +2 to Starting Speed (maximum of 12). Rogues have +2 to Avoid/Disarm Traps. Special Abilities: Pick Locks, Spy, Sneak Move, Spot Traps. Rogues may use shuriken. Rogues may not wear anything heavier than leather armor and still be able to use their special abilities. Rogues do not attract special Henchmen. They may, however, hire Men-at-Arms.
MITIGATING FACTORS |
PICK LOCKS
This skill has no use in original Advanced HeroQuest, as doors are never assumed to be locked. However, should the GM determine that a door or chest is locked, and the heroes do not have access to a key, they may either try to smash open the chest or door, or else a Rogue in the party may attempt to pick the lock. In order to successfully pick a lock, the Rogue must roll under his Speed on 1d12. Failure means that the Rogue is unable to pick the lock.
SPY
SNEAK MOVE
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