Fatefinder: Rogue Traits, Core

So, yeah, hi. Long time no see. Grandfather still alive, somehow. I’m been keeping myself as busy as possible, just to stop myself thinking about it.

And that’s where this comes in. I’ve decided to try and adapt as much of Pathfinder as possible to my own version of the FATE RPG, creating Fatefinder! And I’m really sorry to both games.

Today, here are all the Stunts I came up with based on the Rogue Talents in the Pathfinder Core Rule Book (CRB). I tried to convert the spirit of the Talents, instead of their exact wording. Expect unbalanced derpyness.

 

A Note on Terminology:

  • When you you tag a Temporary Aspect or Consequence of an opponent while performing a physical or mental attack, you are pressing the advantage.
  • While you are unaware of an attack/ambush you are considered off guard. During this time you automatically roll +0 to defend yourself. This is analogous to being flat-footed in dungeons & dragons.

 

Bleeding Attack (Basic Weapons • Rogue): When you deal physical stress with a sharp or bladed weapon, you can spend a Fate Point to force the the defender take a bleeding-based Physical Consequence in their lowest empty Consequence slot.

Defensive Roll (Advanced Athletics • Rogue): When you would be dealt enough physical stress to take you Out Of Action, you may spend a Fate Point to reduce the damage by an amount equal to your Athletics. If this would cause you to take 0 stress, you take 1 stress instead.

Dispelling Attack (Advanced Metaphysics • Rogue): Requires Major Magic. When you deal Sneak Attack stress to an opponent, you may spend a Fate Point to use the power Dispell Magic on the opponent’s lowest-cost ongoing arcane effect.

Fast Stealth (Basic Stealth • Rogue): You take no movement-based penalties when using Stealth to move undetected.

Fast Tumble (Advanced Athletics • Rogue): You gain +2 to rolls made to avoid attacks that press the advantage against you while moving.

Ledge Walker (Basic Athletics • Rogue): You take no movement-based penalties when using Stealth to move across narrow surfaces.

Major Magic (Basic Metaphysics • Rogue): Requires Minor Magic. You gain one predefined use of evocation based on one of the eight schools of arcane magic. The power cost of the evocation cannot be greater than 2.

Minor Magic (Basic Metaphysics • Rogue): You gain one predefined use of evocation based on one of the eight schools of arcane magic. The power cost of the evocation cannot be greater than 1.

Opportunist (Advanced Weapons • Rogue): When an ally successfully deals physical stress to an opponent through an attack, you may spend a Fate Point to perform an attack against that opponent if in range. This counts as pressing the advantage.

Powerful Sneak (Basic Weapons • Rogue): When you press the advantage in a physical attack, you may spend a Fate Point to re-roll only your fate dice that came up minus (-).

Quick Disable (Basic Crafting • Rogue): The time it takes you to disable and disarm traps is reduced by two time increments.

Quick Trapsmith (Basic Crafting • Rogue): The time it takes you to set up traps is reduced by two time increments.

Resiliency (Basic Endurance • Rogue): When physical stress would take you Out Of Action, you may spend a Fate Point to clear the last two circles of your Physical Stress track. If you are taken Out Of Action this scene, you are also considered Out Of Action for the next scene you would appear in as well.

Rogue Crawl (Basic Athletics • Rogue): While you have the Prone temporary aspect, you may move 1 zone each round.

Slippery Mind (Advanced Willpower • Rogue): You are completely immune to all Enchantment arcana used on you directly.

Slow Reactions (Basic Weapons • Rogue): When you deal Sneak Attack stress to an opponent, that opponent cannot press the advantage against you. This lasts for the duration of the scene or until you deal Sneak Attrack stress to a different opponent.

Snap Shot (Basic Perception • Rogue): If you are on guard during an ambush, you may act first that round while making a ranged attack.

Sniper’s Eye (Basic Ballistics • Rogue): Your Sneak Attack stress also applies when pressing the advantage with ranged attacks.

Stand Up (Basic Athletics • Rogue): You may recover from the Prone temporary aspect and stand up as a supplemental action.

Strong Impression (Basic Persuasion • Rogue): You may add half your Might skill to Persuasion rolls made to intimidate.

Surprise Attack (Basic Athletics • Rogue): During an ambush all opponents are automatically considered off guard to your attacks.

Survivalist (Basic Survival • Rogue): You gain +1 to rolls to provide first aid or scrounge up emergency medical materials, and +2 to rolls to perform first aid on yourself.

Swift Poison (Basic Crafting • Rogue): You may apply poison to a weapon as a supplemental action.

Trap Spotter (Basic Perception • Rogue): When you move into the same zone as a trap, you automatically make a Perception roll to notice it.

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