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THE ROGUE’S PATH

Rogue Clandestine Skills

  • Stealth - Rogues use natural stealth, hide in shadows, move silently

  • Perception - Rogues search for hidden objects, find and understand the nature of traps, surveillance

  • Dodge and Evade - Rogues use agility and speed to avoid being hit, as well as get away from dangerous situations

  • Surprise and Ambush - Whether it is the art of the backstab or setting an ambush for your enemies, there are many ways Rogues try to gain an advantage against adversaries

Many of the Rogue skills require real world talents that you will have to practice, but as a play you will learn to be proficient with the skills and abilities to maximize your effectiveness in any situation.


Limitations and Restrictions

  • Due to the nature of some clandestine skills, heavy armor restricts movement and is shunned by rogues, as it tends to make more noise for sneaking, and long weapons and large shields get in the way when trying to dodge, evade, or move in heavy woods, or tight spaces - armor and weapons are restricted for Rogues.

  • Shields are limited in size to 26" Round (or no more than 500 square inches)

  • Weapons must be under 4 feet in total length

  • Armor Point max initially limited to 2AP per hit location

Skills, and abilities for Rogues in LARP Adventures

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Tier 0 Abilities

Loot: Player gains the ability to loot bodies left on the field. Using the Loot ability you gain any in-game items carried by the lootee, including coins up to 5 silver per Tier, and one potion or scroll per tier if carried by the looted player. 

Phys Rep: Player holds hand over the location being looted and says “ I am searching this location.” (the player being looted is NEVER physically touched) The player being looted must reveal any items carried or hidden in the location being searched.

Limitations: Players cannot Loot another player's personal items, including weapons, out of game items, or jewelry. 

 

Detect Trap: Using this ability Rogues can now see traps laid before them. They discern the full location of the trap and the potential consequences activating the trap could have, based on their Tier and knowledge of traps. 

Phys Rep: Role play, the player detecting traps must carefully look at an object, or search an area, and may read any ribbons placed on an item or in the area searched to discern the Tier of the trap’s creator, and type revealed by this inspection.

Limitation: Each search is limited to a single item or area within a 10’ radius.

 

Shield Training: Rogues gain the ability to safely use small to medium sized shields, up to 26” in diameter. 

 

Basic Weapon Proficiency: Players learn the basic combat and safety rules and the use of single handed weapons.

 

Armor Proficiency: Players learn about the armor that they may wear and about it’s effective and safe use in play, up to 2 Armor Points for Rogues.

 

Kindle Flame/Torch:  Player gains proficiency at creating normal fire, may make a torch or lantern to create light.

Phys Rep: Optional (larp safe electronically lighted torch, or lantern, fake flame candle, etc) 

Limitations: 10’ radius 

 

Tier 1 Abilities

Pick Lock: The player is now able to pick locks of a strength equal to or less than their Tier. 

Phys Rep: A skeleton key or lockpicking kit of a nature that suits their character. 

 

Disarm Traps: The player is now able to disarm traps after detecting them. The player may disarm a trap set by a Rogue equal to or lower than their Tier.

Phys Rep: RP and then the player may check the Tier of the trap set on the item or location. If the trap is of an equal to or lower Tier than it is safely disarmed.

Limitations: If the trap was created by a higher Tier Rogue then the effects of the trap take place immediately.

Prerequisite: Detect Trap

 

Climb Walls: The player can now scale walls and cliffs. This means during sieges, players can climb over walls in order to infiltrate the interior of castles or other buildings. 

Phys Rep: In order for this skill to be put into effect, the player must crawl 10' to simulate climbing and may then enter a structure or cross an obstacle in a safe location. Note: A rope may be tied to the wall or location to allow others to follow.

Limitations: Not all obstacles can be climbed for safety reasons.

 

Advanced Weapon Training: Study and become proficient in the use of two-handed weapons, polearms, and dual wielding, Rogues are limited to using weapons 4’ or less in length.

 

Archery: Players are taught the safety rules of archery at LARP Adventures and earn the use of bow and arrow in play.

 

Tier 2 Abilities

Pickpocket: The rogue, adept in the art of sleight of hand, is able to pilfer coins or in-game items, such as potions and scrolls equal to 5 silver per tier. Players cannot receive another player's personal items, including weapons, out of game items, or jewelry.  They must clip a clothespin from the waist up on a player without being detected. If they are detected, the pickpocket fails. If successful, when the clothespin is found the player being pickpocketed must locate a game organizer and return the clothespin and pay the appropriate amount of coin or relinquish an in-game item of equal value.

Phys rep: A clothespin marked with the players name and tier.

Limitation: Players can only carry one clothespin per tier, must seek Organizer to collect Pickpocketed items. Requires Game Official to be present.

Prerequisite: Loot

 

Set Trap 1: Rogues learn the ability to set simple traps that cause one wound to the nearest limb of a player attempting to open them. 

Phys Rep: Players use a card with the traps effect as well as the Tier and character name of the player that set the trap in the container that has been trapped, or on a black ribbon used to denote the location of the trap. 

Limitations: Players can only set 1 trap per Tier at a time. Traps are limited to 1 per container, or 1 per 5’ area.

Prerequisite: Disarm Trap

Note: Along with Poison Use traps can be made to not only cause damage but also have other effects, see Tier 3 Create Poison.

 

Poison Use: Rogues learn how to use poison. Poison may be used on weapons, in traps and on items like cups and plates. There are many types of poisons, refer to Tier 3 Create Poison for details and affects. 

Phys Rep: A purple sticker or ribbon used to denote the in game consumable or item the poison is placed on. 

Limitations: Only 1 poison may be used on each item. Organizers should be informed of a player's intent to use poison in play to facilitate role play and effects.

 

Waylay: Rogues use Waylay in order to rob, or seize an unsuspecting target player without killing them, it is an intercept or attack from ambush.

Phys Rep:  Small club, mallet, or flail. The Rogue must attack by surprise, from behind, and proclaim “Waylay!” as well as declare what is happening to the unsuspecting victim while striking to communicate the non-lethal hit, that ignores normal armor..

Limitations: It is difficult to achieve surprise.

 

Locksmithing: The player is now able to create locks in strength equal to their Tier level. They may also create keys that they can give to other characters. 

Phys Rep: RP and a  piece of black ribbon tied around the outside of a container or locked item. The ribbon must be denoted with the players tier, as well as their character name so it can be returned to them if necessary. 

Limitations: Each lock costs the player 2 silver to craft and takes 1 minute to make.

 

At Tier 2 you may train in one of the other Skill Paths.

Warrior Training 1: The Player dedicates time to learning the craft of warriors. They can choose one tier 1 or lower ability from the Warriors Skill path.

Healer Training 1: The Player dedicates time to learning the craft of healers. They can choose one tier 1 or lower ability from the Healer skill path.

Arcane Study 1: The Player studies the craft of the magi of the realm. They can choose one tier 1 or lower ability from the Wizard skill path.

 

Tier 3 Abilities

Create Poison: The player can now create a poison that can have the following desired effects, each lasting one minute per tier on the characters that consume it: Frenzy: Effected players fly into a rage lasting, trying to harm those around them. Blind: Players lose the ability to see. Deafen: Players lose the ability to hear. Maim: Players lose all function in a limb chosen by the poison giver. Incapacitate: Players are knocked unconscious. Hold: Players are held in place. 

The only exception being the poison effect, Damage, which causes one wound per tier of the rogue, at 5th tier killing the player outright.

Phys Rep: A vial containing purple liquid, or other physical representation. A purple sticker or ribbon is used to denote the in-game consumable or item the poison is placed on.

Limitations: Each poison costs 5 silver to make and an additional 5 silver per tier per use. Players can only craft 2 poisons and an additional 1 poison for each tier after tier 3 a day. Nothing should ever be put in someone else's food or beverage. 

Prerequisite: Poison Use

 

Backstab: Players who have learned the art of Backstab, know where and how to strike most effectively, at close quarters, in order to quickly incapacitate an opponent.  Using a dagger or short sword (up to 24”) player with this skill may inflict wounds that ignore all normal armor, with an attack value up to their Tier in damage on a character when striking from behind, and undetected.

Phys Rep: Player must attack by surprise, from behind, and proclaim “Backstab!” as well as declare the number of points of damage inflicted while striking to communicate the hit.

Limitations: It is difficult to achieve surprise.

Prerequisite: Waylay

 

Track Target: Players gain the ability to investigate an area and conclude what direction a specific target went. They are able to follow tracks that others cannot see and can conclude things such as party size, the creatures/characters physical state, and speed travelled. 

Phys Rep: Players must spend 30-60 seconds in role play investigating an area, and seek out an organizer for information.

Limitations: May be used 1x per day per Tier. Requires Game Official to be present.

 

Forgery: Players can forge a number of documents that are identical to the ones they wish to create or copy. This could include signatures, identification, scrolls, letters, and whole books, given enough time, as well as many written things.

Phys Rep: Requires a feathered pen and piece of paper with writing pertinent to the subject they wish to convey on it, along with the Tier and character’s name producing the forgery. Each forgery takes 3 minutes of RP creating the forged document.  

Limitations: Rogues can create 2 documents per Tier gained after learning this skill. Magic scrolls copied in this way are non magical and when read create no effects. A player of higher Tier with the Forgery skill may identify the forgery.

 

Bind: Rogues learn how to quickly and effectively restrain an individual. A rogue can bind the limbs of non-magical humanoids to restrict their movement, or allow them to be easily transported.

Phys Rep: A reasonably sturdy rope at least 5 feet in length. To bind another player you must first ask them if they are ok with role playing being tied up. Then you must be able to role play for at least 10 seconds, handing the bound player the rope to safely wrap around a limb or to hold.

Limitations: Players may decline to be bound, and players should never actually be tied up for any reason during game play.


 

Tier 4 Abilities

Fence: The player has learned greatly of the underground market and has many contacts. They also now know how to advertise stolen quest items or in-game items to seem as though they were acquired legitimately, and can avoid suspicion when selling any items. They also receive a 25% off discount at all NPC shops in the realm. Fenced items may be sold to other players or redeemed for coins from Game Officials. 

Phys Rep: Jeweler's loupe, small scale, or other appropriate appraisal tool. Requires 30 second minimum role play and then may seek out Game Officials to turn in items for payment.

Limitations: May be used 1x per day per Tier. Requires Game Official to be present.

 

Set Trap 2: Rogues learn the ability to set more advanced traps that cause one wound per Tier to the player attempting to open them.

Phys Rep: Players use a card to denote the trap's effect as well as the Tier and character name of the player that set the trap in the container that has been trapped, or on a black ribbon used to denote the location of the trap. 

Limitations: Players can only set 1 trap per Tire at a time. Traps are limited to 1 per container, or 1 per 5’ area.

Prerequisite: Set Trap 1

Note: Along with Poison Use, traps can be made to not only cause damage but also have other effects, see Tier 3 Create Poison.

 

Conceal Item: The Rogue has learned how to effectively hide items on their person, and may conceal items from being Looted or Pickpocketed by other players.

Limitations: 1 item may be concealed and an additional item for every 2 Tiers after 4th.  

Prerequisite: Pickpocket

 

At Tier 4 you may train in one of the other Skill Paths.

Warrior Training 2: The Player dedicates time to learning the craft of warriors. They can choose one tier 2 or lower ability from the Warriors Skill path.

Healer Training 2: The Player dedicates time to learning the craft of healers. They can choose one tier 2 or lower ability from the Healer skill path.

Arcane Study 2: The Player studies the craft of the magi of the realm. They can choose one tier 2 or lower ability from the Wizard skill path.

Tier 5 Abilities

Reverse Pickpocket: The rogue, now a master in the art of sleight of hand, is able to place in-game items, such as poisons, cursed items, or incriminating documents on other players. The items take immediate effect on the player and take effect or are noticed depending on the item placed on the opposing player.

Phys rep: The game mechanic is similar to the Pickpocket ability, the Rogue must seek out a Game Official and give them the items that are to be Reverse Pickpocketed, then a clothespin marked with the Rogues name and tier is placed surreptitiously on the unsuspecting player. When the clothes pin is found on the player they must seek out the Game Official, who then explains what has transpired and give the player the planted item. The item and any effects then come into play immediately.

Limitation: Rogues can only carry clothespins equal to their Tier. 

 

Quick Feet: Through training and practice the Rogue has become a master of agility, they can dodge hits with ease as they flee from combat. While running away from a fight, a Rouge with Quick Feet gains a floating +2 to AP.

Phys Rep: The player proclaims “Quick Feet!”  and turns his back from the main combat and must take at least 3 steps away from the melee. The other player may not immediately pursue the Rogue.

Limitation: May be used three times per day.

 

Interrogate: When another player is held in place, the Rogue can force them to tell the truth through interrogation tactics. A Rogue using this ability compels the target player to speak truthfully in an interrogation. 

Phys Rep: Role play, the player being interrogated is asked a question or series of questions and must answer truthfully to the best of their character knowledge.

Limitations: The opposing player must be waylaid, in a state of surrender, bound, or already defeated. Mortally wounded characters may be interrogated. Characters can only discuss what they know, and sometimes will not be able to answer all of the Rogue’s questions. PLayer knowledge and character knowledge are often two different things and this should be taken into consideration. A Rogue with Interrogation may ask 3 questions, plus one question for each Tier above 5th. Players may choose not to be interrogated, but suffer a 5 minute time out, at the end of which they may return to play as normal after a death. 

 

Slip Bonds: The player is able to escape from all mundane means of binding them, traps and physical binding cannot restrict the rogue's escape.

Phys rep: Role play, when players with the Slip Bonds ability are bound, they pull on the bindings as normal, but after 5 seconds they become completely free, and may take any game actions they wish.

 

Disguise: The Rogue becomes a master of disguise and is able to create a whole new identity that they are directly able to convince all other characters of, even those close to the character. They take on all aspects of the new form, but they do not gain any ability associated with the false character’s class or proclaimed tier. 

Phys Rep: The player must put together a disguise suitable to their false identity.

Limitations: Forgery required as a prerequisite. 

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