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 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. A Rogue will put almost
all of his 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 man would
die. Also many Rogues seems possessed of
absurd good fortune and luck in dire straits. |
In AD&D 2nd Edition there were two basic
types of Rogues available for play; Thief
and Bard. The following guidelines provide
advice on how to take an AD&D character
from one of those classes and convert them
into the HERO System. |
Thieves concentrate on getting in where
they aren't supposed to be (and hopefully
getting out again), taking what they shouldn't
take (and getting away with it), finding
out things they aren't supposed to know
(and doing something with the skinny), and
most importantly, looking out for number
one (which means ensuring survival of self).
|
In pursuit of these various means, Thieves
typically concentrate on learning the skills
most appropriate to their mode of operation
and niche. |
Some Thieves are out and out Burglars, others
are Pickpockets, Muggers, Swindlers, Fencers
& Brokers, Smugglers, Spies, Highwaymen,
Bandits, Pirates, Kidnappers, Extortionists,
and other nefarious never-do-wells (some
are even Lawyers). But other Thieves turn
their skills to more constructive ends,
such as Scouts, Bounty Hunters, Swashbucklers,
Courtiers, Trapspringer, Thief-catcher,
and Fortune Hunters. |
Sample Thief Package Deals |
A number of Thief Package Deals can be found
here. |
AD&D 2nd Edition Thief Conversion |
Consult the Rogue column of the
AD&D 2nd Edition Class Level to Character
Points Chart to determine how many
Character Points your Character has available
to them in the HERO System. Either use one
of the Thief Package Deals provided above
or create your own. The
Thief (Generic) Package Deal is
ideally suited for playing a 2nd Edition
Thief in the HERO System. |
THIEF CLASS ABILITY CONSIDERATIONS |
Dexterous |
Thieves are generally dexterous, nimble
individuals. In AD&D Dexterity was primarily
defensive, aside from improving ranged combat
capacity. However in the HERO System Dexterity
determines a character's base chance to
hit and to not get hit. Its also priced
at a steeper rate than all other Primary
Characteristics. |
This can have some odd effects, resulting
in Thieves 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. The biggest downside
from the perspective of the Thief is that
many of their class abilities are DEX based,
but due to the cost of DEX it is expensive
to raise their DEX to the levels the player
thinks adequate. |
There are 3 basic alternatives to this,
and they can be combined.
|
The first option is to buy DEX with a -1
Limitation, Only for DEX Rolls. The downside
to this option is that it is only good for
making actual DEX Rolls, not DEX based Skill
rolls. As a compensatory factor, DEX bought
in this fashion does not count against Characteristic
Maxima. |
Adroitness: DEX only for DEX Rolls: +10
DEX (30 Active Points); Only For DEX Rolls
(-1); Real Cost: 15 points |
The second option is to buy Skill Levels.
There are many variations of Skill Levels,
and a Thief 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.
|
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 |
The third option is to buy the Talent Lightning
Reflexes, which is effectively DEX bought
with the Limitation Only To Go First In
A Phase (-1). You can buy Lightning Reflexes
with 1 attack or with all attacks. The downside
to Lightning Reflexes is that you cant move
or reposition when you use it, 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: +10 with One Action;
Real Cost: 10 points |
Improved Lightning Reflexes: +10 with All
Actions; Real Cost: 15 points |
Thieves' Cant |
An odd ability, this skill allowed Thieves
to communicate to one another "on the
low down" via hidden meanings, unobtrusive
gestures, special lingo, and concealed markings
and signs. Essentially, the fantasy equivalent
of street lingo. In the HERO System, this
is just treated as an (unusual) language.
|
Thieves' Cant: (Language; basic conversation;
literate); Real Cost: 2 points |
Pick Pockets |
In the HERO System this is handled quite
simply as a skill purchase. Sleight of Hand
serves as an all purpose skill for Thieves
in fact, allowing all sorts of applications
where a fast and/or unseen hand can be made
handy. |
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 Thief ability
is handled quite simply as a skill purchase
as well; Lockpicking. To be able to regularly
pick through Very High Quality locks, a
Thief should be able to casually take a
-9 penalty in stride. |
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 Thief
to be able to circumvent even this kind
of "lock"; seek GM's permission
before purchasing this sort of ability however. |
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 |
Find & Remove Traps
|
This ability was not only good in the pursuit
of lining a Thief's own pockets, but also
a significant advantage in terms of usefulness-to-the-party.
The ability to Find and Remove Traps made
a good Thief a necessity for most dungeon
crawls.
|
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
"find"/detect.
|
Detect Traps: Detect A Class Of Things 14-
[Separate Sense], Analyze, Discriminatory,
Increased Arc of Perception: 240-Degree,
Range; Real Cost: 25 points |
Sense Traps: Add Sense to above: +2 points |
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 Thief to have a very high skill roll,
capable of absorbing a -10 penalty or more
in extreme cases.
|
Trap Mastery: Security Systems +5; Real
Cost: 13 points |
Master Trapspringer: Security Systems +10;
Real Cost: 23 points |
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 Thief 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 Thief 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 Thief 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 3 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 Thieves. |
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 |
Detect Noise
|
About the only outlet for the concept of
a "Perception Check" in AD&D,
the Detect Noise ability was an often underestimated
tool in a crafty Thief's repertoire. This
maps directly into the HERO System as Perception
bonuses to Hearing, and can be easily expanded
upon into general Perception levels. A more
crafty player might consider making Hearing
Targeting, with GM's permission. |
Detect Noise: +5 PER Normal Hearing; Real
Cost: 5 points |
Advanced Detect Noise: +5 PER Normal Hearing
(Real Cost: 5) plus Targeting Sense (Normal
Hearing) (Real Cost: 10); Total Real Cost:
15 points
|
Move Silently & Hide in Shadows
|
The trademark Thief abilities, this maps
directly to Stealth and Concealment in the
HERO System, but can also be modeled using
the Invisibility Power with GM's permission. |
Move Silently & Hide in Shadows: Stealth
+1, Concealment +1; Real Cost: 10 points |
Advanced Move Silently & Hide in Shadows:
Stealth +1, Concealment +1 (Real Cost: 10)
plus Invisibility to Sight Group, Normal
Hearing, Reduced Endurance 0 END (+1/2)
(34 Active Points); Only When Not Attacking
(-1/2), Only in Shadows or Darkness (-1/2),
Requires A Stealth or Concealment Skill
Roll (Active Point penalty to Skill Roll
is -1 per 20 Active Points -1/4) (Real Cost:
15); Total Real Cost: 25 points
|
Climb Walls
|
Another very useful trick when one is in
the business of breaking in to places; this
maps to the Climbing skill in the HERO System,
but can also be modeled using the Clinging
Power with GM's permission. |
Climb Walls: Climbing +4; Real Cost: 11
points |
Advanced Climb Walls: Climbing +4 (Real
Cost: 11) plus Clinging (+15 STR) (15 Active
Points); Cannot Resist Knockback (-1/4),
Requires a Climbing Skill Roll (-1/4); Total
Real Cost: 26 points
|
Read Languages
|
The information brokering potential of this
handy skill was oft overlooked. In the HERO
System this is best modeled as a version
of Universal Translator. |
Read Languages: Universal Translator 22-
(31 Active Points); Written Only (-1); Real
Cost: 15 points |
Backstab
|
The great Equalizer. This is the Class ability
that ensured that no one could completely
discount a Thief. It meant that if you couldn't
see the Thief, you had better assume he
was lining up to take a choice piece of
meat from your back. Untold encounters were
abruptly ended or swung when the Thief finally
managed to work into position and plant
a short sword between the bad guy's shoulder
blades. |
The most efficient way of modeling this
ability is via a Talent new to Fantasy HERO
with the most recent release, Deadly Blow
(Sneak Attack variant). |
Deadly Blow (Sneak Attack): 1d6 KA Only With
Blows Struck From Behind or Against Surprised
Targets; Real Cost: 7 points (per d6) |
Backstab Master: 3d6 KA (see above); Real
Cost: 21 points |
Scroll Use
|
This was always a kind of strange "what
the?" ability of the Thief. In the
Magic System used in this conversion, this
can be replicated with a Custom Talent called
"Scroll Comprehension". Scroll
Comprehension is not needed by any caster
to use a Scroll bearing a Spell effect which
that caster has the appropriate Magic Skill
for, and is available to all classes.
|
Scroll Use:
Scroll Comprehension +5; Real Cost:
15 points |
Followers |
In 2nd Edition people would hear about what
smooth operator a Thief was, and would show
up to follow them, automatically once the
Thief got to a certain Level threshold.
Alternately, the Thief would seek the followers
out, in some cases by the expedient of taking
over an existing Thieves Guild or equivalent.
There are a few ways to handle this in the
HERO System detailed
here.
|
Bards were one of the most unusual classes
in AD&D 2nd Edition. They combined elements
of Fighters, Thieves, and Wizards, plus
plentiful flavor of their own. A complex
and multifaceted class, Bards were often
jacks of all trades and masters of none.
Often depicted as itinerant wanderers with
an urge to expand their horizons, their
versatility made them useful to a small
adventuring party, while their lack of a
standout feature made them not so good in
a larger group where more skill sets had
a dedicated representative |
Bard Package Deals |
A Package Deal tailored for an AD&D
2nd Edition Bard can be found
here. |
AD&D 2nd Edition Bard Conversion |
Consult the Rogue column of the
AD&D 2nd Edition Class Level to Character
Points Chart to determine how many
Character Points your Character has available
to them in the HERO System. Either use one
of the Bard Package Deals provided above
or create your own. The
Bard (Generic) Package is particularly
well suited for converting a AD&D 2nd
Edition Bard. |
Bards in AD&D 2nd Edition |
BARD CLASS ABILITY CONSIDERATIONS |
For a traditional 2nd edition Bard, use
the Generic Bard Package Deal linked to
above. However, since each Bard could theoretically
be a unique entity unto themselves feel
free to either adapt the Generic Bard, use
one of the alternate Bard Package Deals,
or create your own custom Package Deal (with
GM permission). Otherwise, consult the Thief
and Fighter common Class ability suggestions
above and in the Warrior
Conversion page for many ideas that
could apply to even custom Bards. |
SPELLCASTING |
The ability to cast Spells was one of the
Bard's primary Class Abilities. They were
the only class other than Wizards to have
access to Arcane Magic. This is handled
using the guidelines provided in the
Wizardry Magic System. |
Information Insert
WIZARD MAGIC VPP CONTROL
COST |
- Only Arcane Magic (-1/2)
- Only Change Spells With Spell Book & Study Time (-1/2)
- All Spells Must Have 1 Charge (-1/4)
- Variable Limitation (-1/2; each Spell must take -1 of Limitations
from Extra Time, Concentration, Incantation, Gesture, Limited Range,
or RSR: Magic Skill vs. Spell Resistance in
any combination at a MINIMUM)
|
Control Cost per Spell Level (15 Pool) =
2.5 Real Points |
Total Cost per Spell Level (15 Pool) = 17 Real Points |
|
BARD MAGIC USE |
For all mechanical purposes, there is no
difference between a Bards and a Wizards
Spellcasting in AD&D 2nd Edition save
some limits on the Bard such as max Spell
Level and the ability to create new Spells
and Magic Items. Unlike Wizards, Bards could
only cast up to 6th Level Spells (105 Active
Points or less) and could not create Spells;
it's up to the individual GM whether they
wish to apply these same limits in the HERO
System or not. Further, Bards could not
create Magic Items either, but again there's
nothing other than GM preference preventing
a Bard from buying the appropriate skills
and creating Magic Items.
|
BARD MAGIC SCHOOL SKILLS |
Bards follow the Wizardly paradigm of Magic
use and divide Magic into 8 Categories,
with 8 corresponding Knowledge Skills. They
are:
|
Wizardly Arts: Scholar, KS: Abjuration,
KS: Conjuration, KS: Divination, KS: Enchantment,
KS: Evocation, KS: Illusion, KS: Necromancy,
and KS: Transmutation; Real Cost: 19 points |
By definition Bards are generalist Magic
Users, and thus it is appropriate for a
Bard to get by with just
Spellcraft, as explained in the
Arcane Magic System guidelines. |
Basic Wizardry: Spellcraft; Real
Cost: 15 points |