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Rogues are those who stray outside the straight and narrows.

They are ultimately


the most skilled of all classes, surpassing all others in sheer variety of abilities.
Examples of Rogues in fiction range from Walter Slovotsky to Jimmy the Hand, from
Matrim Cauthon to Regis, from Roo Avery to Kami D'Shai, from Master Thinal to Pel, to
perhaps the most well-known rogues of them all, Gord of Greyhawk and the Grey
Mouser.
While other classes develop martial abilities and practice arcane arts, Rogues tend
to concentrate on skills that allow them to operate outside "the System". They hone their
personal skills and develop their dexterity. Most Rogues put almost all of their points
into increasing old and learning new skills and abilities. Speed and agility tend to be a
Rogue's trademark, for a slow Rogue is often a dead one. Rogues also often have
preternaturally sharp senses and an innate sense for danger which saves their neck
where a less attuned adventurer would surely die. Also many Rogues seem possessed
of absurd good fortune and luck in dire straits.
The following guidelines provide advice on how to take a D&D 3.5e Rogue and
convert them into the HERO System.
Rogue Class Ability Considerations
UNCANNY DODGE
Some D&D 3.5e Classes gain the ability to be very dodgy and difficult to flank. Since
Uncanny Dodge is rooted in system-specific mechanics, it loses a lot of its relevance in
the HERO System. However, the following examples translate the concept into abilities
that are useful from a HERO System perspective.

DEX BONUS TO AC
In the HERO System there is an ability called Defense Maneuver that is somewhat
analogous to Uncanny Dodge, and is a very useful ability to have for any Character that
expects to be involved in swirling melees.
UNCANNY DODGE AS DEFENSE MANEUVER
Uncanny Dodge (DEX Bonus to AC): Defense Maneuver IV
Real Cost: 10 Points

CAN'T BE FLANKED
Defense Maneuver IV already prevents Flanking in as far as the concept exists in
the HERO System. However, a Character could take this even further and make
themselves adept at using multiple attackers against themselves to avoid getting hit.
UNCANNY DODGE VS FLANKING AS LIMITED DCV
Uncanny Dodge (Cant be Flanked): +4 DCV; Only vs Multiple Attackers (-1)
Real Cost: 10 Points

BONUS VS TRAPS
This is a concept that has no real parallel in the HERO System as a separate
mechanic. However, a Character could make themselves particularly good at avoiding
Traps if they like.
UNCANNY DODGE VS TRAPS AS LIMITED DCV
Uncanny Dodge (+X vs Traps): +X DCV; Only vs Traps (-2)
Real Cost: 1.6 Points per +1 DCV
SNEAK ATTACK
The Great Equalizer. This is the Class Feature that ensures that no one can
completely discount a Rogue. If you can't see a Rogue, you had better assume they are
lining up to take a choice piece of meat from your back. Untold encounters have been
abruptly ended or swung when a Rogue finally managed to work into position and plant
a short sword between the bad guy's shoulder blades.

Deadly Blow Based


In the HERO System probably the most efficient way of modeling this ability is via a
Talent new to Fantasy HERO for HERO System 5th Edition called Deadly Blow (the
Sneak Attack variant). However, not all GM's allow Deadly Blow, so check with yours
first.
SNEAK ATTACK AS DEADLY BLOW
Deadly Blow (Sneak Attack): 1d6 KA Only With Blows Struck From Behind or
Against Surprised Targets
Real Cost: 7.5 Points per d6
Skill Level Based
You can also do Sneak Attack using Skill Levels. If your campaign is using Heroic
damage, every two CSL's converted to damage raises the attack by +1 DC; if using
Superheroic damage every two CSL's converted to damage raises the attack by +1
BODY.
In both cases you can no more than double the base damage of the weapon via all
modifiers, so very strong characters may not derive any benefit from this.
NOTE: The Deadly Blow variant is much more efficient than using Limited CSL's.
However, if your GM's allows Deadly Blow don't even consider this method.
EVASION
Possibly the most abusive Class Feature in D&D 3.5e and one of the abilities that
make Rogues so over-the-top capable. Though not quite as absolute and effortless, the
ability to escape harm if you are lucky exists for all characters in the HERO System
under the guise of the Dive For Cover optional rule.

Flying Dodge Maneuver


If a character wanted to be particularly good at "Diving for Cover" the most direct
and efficient way to do so is to take a Martial Maneuver listed in the Ultimate Martial
Artist called Flying Dodge. For five Character Points your character can be an expert at
getting out of the way of things.
However, under HERO System 5th Edition rules, a character must spend at least ten
Character Points on Martial Arts to have any at all; to comply with this restriction the
Flying Grab maneuver is recommended as well.
EVASIVE AND GRABBY
Evasion: (Flying Dodge: 1/2 Phase, -- OCV, +4 DCV, Dodge All Attacks, Abort;
FMove); Real Cost: 5 Points
Snatch 'n Run: (Flying Grab: 1/2 Phase, -2 OCV, -1 DCV, Grab Two Limbs, +10
STR for holding on; FMove); Real Cost: 5 Points
Total Real Cost: 10 Points

Improved Evasion
There is no direct corollary of Improved Evasion into the HERO System per se.
However, you might consider taking a limited Damage Reduction, only usable when
Diving for Cover, Dodging, or Flying Dodging to simulate taking half damage only, even
if hit.
IMPROVED EVASION AS DAMAGE REDUCTION
Improved Evasion:
Energy Damage Reduction, Resistant, 50% (30 Active Points); Only when Diving
For Cover, Dodging, or Flying Dodging (-2) (Real Cost: 10)
Physical Damage Reduction, Resistant, 50% (30 Active Points); Only when Diving
For Cover, Dodging, or Flying Dodging (-2) (Real Cost: 10)
Real Cost: 20 Points
CRIPPLING STRIKE
Related to Sneak Attack, this is one of the advanced abilities a Rouge may choose
from as they advance in D&D 3.5e. This is easily handled using the Crippling Blow
Talent listed on page 104 of the Fantasy HERO for HERO System 5th Edition
document.

Seeping Wound
Rather than disabling an opponent, an interesting variant might be to inflict a wound
that keeps bleeding out, weakening an opponent as a fight wears on.
CRIPPLING STRIKE AS HAND KILLING ATTACK
Seeping Wound: Killing Attack - Hand-To-Hand +1 pip (plus STR) (vs. PD),
Reduced Endurance 0 END (+1/2), Uncontrolled (Ended by a Paramedic Check or
Healing) (+1/2), Continuous (+1), Penetrating (x2; +1) (20 Active Points); OIF (Weapon
of Opportunity; -1/2)
Real Cost: 13 Points
OPPORTUNIST
Another optional high-level Rogue ability, this allows a Rogue to make an attack of
opportunity against an opponent that has been hit for damage by some other character.
This is easily handled by use of a variant of the Follow Through Attack Talent on page
106 of the Fantasy HERO for HERO System 5th Edition supplement.
DEFENSIVE ROLL
Another optional high-level Rogue ability, this allows a Rogue to roll with a hit and
therefore take less damage from it. In the HERO System all characters can do this vs.
melee attacks if the Optional Roll With A Punch maneuver is allowed. If it isn't, your GM
might consider allowing your character to buy access to it like a Martial Arts Maneuver
for 5 Points.
Either way, the D&D 3.5e version is limited sufficiently to make it fairly useless, but
in the HERO System you can Roll With A Punch with each of your Phases if you really
wanted to. In the HERO System, Roll With A Punch is unique in that it is the only Abort
action you can take after you've been hit, giving you a last ditch chance at survival if all
else fails.
Roll With A Punch is an opposed OCV roll just like Block, except that it suffers a -2
OCV penalty. To be able to reliably Roll With A Punch consider buying the following
ability.
DEFENSIVE ROLL AS ROLL WITH PUNCH
Defensive Roll: +5 OCV Roll With A Punch
Real Cost: 10 Points

Improved Defensive Roll


For a character that somehow manages to skate out of real damage when using Roll
With A Punch, consider also taking the below ability.
DEFENSIVE ROLL AS DEFENSE POWERS
Improved Defensive Roll:
Just Grazed Me: Armor (12 PD/0 ED) (18 Active Points); Only When Using Roll
With A Punch (-2) (Real Cost: 6)
Knockback Avoidance: Knockback Resistance -6" (12 Active Points); Only When
Using Roll With A Punch (-2) (Real Cost: 4)
Real Cost: 10 Points
SKILL MASTERY
Another optional high-level Rogue ability, this allows a character to "take 10" even in
stressful situations, which basically ensures success at routine tasks. This is rooted in
D&D 3.5e game mechanics, but translates nicely into skill bonuses in the HERO
System.
SKILL MASTERY AS SKILL LEVELS
Skill Mastery: +5 with any one Skill
Real Cost: 10 Points
SLIPPERY MIND
Another optional high-level Rogue ability, this allows a Rogue to resist long term
mind affecting Spells and abilities. In the HERO System all characters can do this via a
Breakout Roll. To make a character particularly good at it consider the following ability.
SLIPPERY MIND AS BREAKOUT ROLL LEVELS
Slippery Mind: +5 with Breakout Rolls
Real Cost: 10 Points

An Ounce Of Prevention
Alternately or in addition you might consider just heading Mental Powers off at the
pass, diminishing the need to make Breakout rolls at all, by simply buying some Mental
Defense.
SLIPPERY MIND AS MENTAL DEFENSE
Mental Dissembling: +10 Mental Defense
Real Cost: 10 Points

Resolute
You might also consider just raising your EGO, making yourself harder to affect with
Mental Powers overall, and also protecting yourself against Presence Attacks.
SLIPPERY MIND AS EGO
Strong Mind: +5 EGO
Real Cost: 10 Points

Fight the Power


Alternately or in addition, you might decide that the best defense is a good offense,
and stop Mentalists from getting in at all.
SLIPPERY MIND AS ECV
Aggressive Mind: +2 ECV
Real Cost: 10 Points

DEXTEROUS
Rogues are generally dexterous, nimble individuals. However, in D&D 3.5e aside
from improving ranged combat capacity the Dexterity statistic was primarily defensive,
while in the HERO System DEX determines a Character's base chance to not get hit but
also the chance to hit. Due to this DEX is also priced at a steeper rate than all other
Primary Characteristics; each point of DEX costs three Character Points.
This can have some odd effects when you convert characters from D&D 3.5e into
the HERO System, resulting in Rogues that are much better at hitting by default than
highly skilled Warriors.
There is nothing wrong with this by default, as more martial types are sure to invest
in Combat Skill Levels which will eventually offset the difference, but it is definitely
something to keep in mind. The biggest downside from the perspective of a Rogue
player is that when they convert their Character their DEX Characteristic in the HERO
System is likely going to cost them a lot of points. Further many Skills typically used by
Rogues are DEX based, but due to the high cost of DEX it is expensive to raise a
Character's DEX to the levels many players consider adequate.
Fortunately there are some alternatives to this conundrum.

Skill Levels with DEX Based Skills


The HERO System has a concept known as Skill Levels, which are bonuses that
can be bought with groups of Skills and / or abilities that require resolution rolls...and
there is even a version available that is usable with all such abilities. This is a powerful
enabler of synergy for Characters that are not mono-dimensional and have a broad
range of Skills and abilities.
There are many variations of Skill Levels, but Rogues in particular should consider
10 point Overall Levels (which are usable for combat, Perception Checks, and Find
Weakness rolls, among other things), 8 point Skill Levels with All Non-Combat Skills
and 5 point Skill Levels with DEX based Skills.
A character can start off with DEX Based Skill Levels and then upgrade them to All
Non-Combat and/or Overall Levels (or start with All Non-Combat and upgrade them to
Overall Levels) with Experience.
SKILL LEVEL OPTIONS
Adept: +3 with DEX Based Skills; Real Cost: 15 Points
Well Rounded: +2 with All Non-Combat Skills; Real Cost: 16 Points
Puissant: +2 with Overall; Real Cost: 20 Points

Lightning Reflexes
There is a Talent called Lightning Reflexes, which is effectively DEX bought with the
Limitation Only To Go First In A Phase (-1) and you can buy it with one attack or with
all attacks.
The downside to Lightning Reflexes with only One Action is that you can't move or
reposition when you use it (unless that is part of the attack), so it effectively costs a Half
Phase Action to use. The upside is that you can get the drop on an opponent that is
otherwise quicker than you.
Lightning Reflexes with All Actions on the other hand has no real downside and
effectively gives you a permanent Initiative boost.
LIGHTNING REFLEXES OPTIONS
Lightning Reflexes: +10 with One Action; Real Cost: 10 Points
Improved Lightning Reflexes: +10 with All Actions; Real Cost: 15 Points

SLEIGHT OF HAND
A Rogues ability to pilfer and steal is an important one for many Characters. As it
happens, in the HERO System this ability is handled by a Skill with the exact same
name as in D&D 3.5e. Sleight of Hand serves as an all-purpose Skill for Rogues in fact,
allowing all sorts of applications where a fast and/or unseen hand can be made handy.
SLEIGHT OF HAND SKILL OPTIONS
Pick Pockets: Sleight of Hand Skill (DEX based); Real Cost: 3 Points. To raise the
percentile, buy levels with Sleight of Hand (2 Points for +1), or with all DEX based skills
as a group (5 pts for +1)
Skilled Pickpocket: Sleight of Hand Skill (DEX based) +3; Real Cost: 9 Points.
Expert Pickpocket: Sleight of Hand Skill (DEX based) +6; Real Cost: 15 Points.
Master Pickpocket: Sleight of Hand Skill (DEX based) +9; Real Cost: 21 Points.

OPEN LOCK
In the HERO System this useful Rogue ability is handled quite simply as a skill
purchase as well; Lockpicking. To be able to regularly pick through Very High Quality
locks, a Rogue should be able to casually take a -9 penalty in stride.
LOCKPICKING SKILL OPTIONS
Open Lock: Lockpicking (DEX based); Real Cost: 3Points. To raise the percentile
equivalency, buy levels with Open Lock (2 Points for +1), or with all DEX based skills as
a group (5 pts for +1)
Skilled Lockpicker: Lockpicking (DEX based) +3; Real Cost: 9 Points.
Expert Lockpicker: Lockpicking (DEX based) +6; Real Cost: 15 Points.
Master Lockpicker: Lockpicking (DEX based) +9; Real Cost: 21 Points.
Magic Locks
Some locks are mystical rather than physical and require magic to get through;
others are strangely designed compared to conventional locks. However, in some
games it may be appropriate for a particularly adept Rogue to be able to circumvent
even this kind of "lock"; seek GM's permission before purchasing this sort of ability
however.
LOCKPICKING AS SUPPRESS
Sublime Lockpicker: Suppress vs Unusual Locks: 16d6, Variable Effect One
Power At A Time (Any 1 Power construct "Lock"; +1/4), Delayed Return Rate (Points
return at the rate of 5 per 5 Minutes) (+1/2), Reduced Endurance 0 END (+1/2) (180
Active Points);
Extra Time 1 Turn (Post-Segment 12) (-1 1/4), Character May Take No Other
Actions (-1/4), Limited Special Effect Uncommon SFX (-1), Lock Completely reset after
5 Minutes (-1), Required Hands Two-Handed (-1/2), No Range (-1/2), Concentration 1/2
DCV (-1/4), Requires A Lockpicking Skill Roll (No Active Point penalty to Skill Roll, RSR
Skill is subject to Lockpicking Skill vs. Magic Skill of Locking Caster -1/4);
Real Cost: 30 Points
DISABLE DEVICE
The ability to Disable Traps and whatnot was not only good in the pursuit of lining a
Rogue's own pockets, but it also gave a significant advantage in terms of usefulness-to-
the-party. The ability to Find and Remove Traps made a good Rogue a necessity for
most dungeon crawls.
Remove Traps
The Security System skill is used to both remove and to install traps in the HERO
System. Similar to Lockpicking, there are heavy penalties involved depending on the
quality of a particular trap; thus it behooves a Rogue to have a very high skill roll,
capable of absorbing a -10 penalty or more in extreme cases.
DISABLE DEVICE AS SECURITY SYSTEMS
Trap Mastery: Security Systems +5; Real Cost: 13 Points
Master Trap-springer: Security Systems +10; Real Cost: 23 Points

Magic Traps
In a genre with magic available, invariably some traps will be Magical in nature. In
some High Fantasy games it might be appropriate for an experienced Rogue to be able
to disarm Magical traps as well. This can be managed with a Dispel vs. SFX: "Magic
Traps".
The SFX is that the Rogue figures out some way to circumvent the magic, trigger the
trap harmlessly, or otherwise disarm it. The GM determines the method for disarming
any particular trap, but the Power construct presented below requires the Rogue to
either manipulate the trap directly or to set it off from an adjoining hex or similar.
A failed roll may or may not set off the trap as determined by the GM, but a roll
missed by three or more should certainly trigger the trap. Due to the variation in the
RSR: DEX roll Limitation depending on how good the character's DEX roll is, this ability
will cost more for more dexterous Rogues.
DISABLE DEVICE AS DISPEL
Sublime Remove Traps: Dispel Traps 20d6, Expanded Effect One At A Time
(+1/4), Reduced Endurance 0 END (+1/2) (105 Active Points)
Extra Time 1 Turn (Post-Segment 12) (-1 1/4), Character May Take No Other
Actions (-1/4), Required Hands Two-Handed (-1/2), Concentration 1/2 DCV, Must
Concentrate throughout use of Constant Power (-1/2), No Range (-1/2), Requires A
DEX Roll (No Active Point penalty to Skill Roll -1/2)
Real Cost: 23 Points
SEARCH
One of several outlets for the concept of a "Perception Check" in D&D 3.5e, the
Rouge ability to use Search to detect particularly well hidden secret doors and
particularly well devised traps was a critical tool in a crafty Rogue's repertoire.

PER Checks
The HERO System already has a mechanic for Characters to notice things, called a
Perception check. All Characters can do it, but a Rogue can take PER bonuses to be
particularly good at it.
SEARCH AS PER BONUS
Search: +3 PER
Real Cost: 9 Points

Concealment Skill
The Concealment Skill is used both for hiding things, and finding things that others
have hidden and thus can serve very handily as a Search equivalent, particularly since
Concealment is a Skill that is generally useful for Rogues anyway.
SEARCH AS PER BONUS
Hiding Things: Concealment (Real Cost: 3)
Finding Things: +5 w/ Concealment (Only To Find Things; -1) (Real Cost: 5)
Real Cost: 8 Points
Find Traps
The most direct way to "find" anything in the HERO System is to define a custom
Detect for the thing you wish to locate or notice. This requires GM's permission.
SEARCH AS CUSTOM DETECT
Detect Traps: Detect A Class Of Things 14- [Separate Sense], Analyze,
Discriminatory, Increased Arc of Perception: 240-Degree, Range, Sense
Real Cost: 25 Points
HIDE & MOVE SILENTLY
The trademark Rogue abilities, the ability to be sneaky is a crucial one for most
Rogues.

Concealment & Stealth


Hide and Move Silently map directly to Concealment and Stealth in the HERO
System; there is practically no difference between them.
HIDE & MOVE SILENTLY AS CONCEALMENT AND STEALTH SKILLS
Move Silently: Stealth +1
Hide: Concealment +1
Real Cost: 10 Points

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