
Supers, corps, and criminals rule the ruins of a broken world. Power is currency. Loyalty is cheap
Played | 11 times |
Cloned | 0 times |
Created | 45 days ago |
Last Updated | 5 days ago |
Visibility | Public |

Description
Rogues are supercriminals that straddle the line between gangster, assassin, terrorist, and would-be warlord. They are organized, calculating, and capable, often commanding lesser forces and employing contingency plans to achieve their goals. Each Rogue has a distinct theme that makes them iconic, whether it be a weapon, ability, or philosophy, and they are not in it for random chaos but for control and power.
Size | Medium |
Type | Humanoid |
CR | 5 |
XP | 1800 |
Languages | Common, Underworld Cant, and additional language based on background Russian, Japanese, Spanish |
Armor Class | 15 |
HP Range | 100 - 140 (Avg: 120) |
Damage Vulnerabilities | None |
Damage Resistances | None |
Damage Immunities | None |
Condition Immunities | None |
Command Minions
The Rogue can command up to three lesser minions (gangsters, mercenaries, or cultists) to take their turn immediately after the Rogue's turn.
Shadow Strike
The Rogue can make a melee attack with advantage against a creature that is surprised or unaware of their presence, dealing an additional 3d6 damage.
Trap Mastery
The Rogue can set a trap as a bonus action, which can be triggered by an enemy entering a designated area, dealing 2d10 damage and restraining them.