The Rogue

by James Palmer (jrp36@hermes.cam.ac.uk)

Attributes: The Rogue doesn't give a damn for anything or anybody but himself and his pleasure. He wenches, boozes, and cheats his way through life, and everybody smiles at how charming he is. Nobody ever ties the rogue down, not to one place, or woman, or side. He's irresponsible and selfish - but people love him anyway, because he does it with style.

The positive side of the Rogue is his freedom and charm. He represents an escape from the mundanities of life which has inspired many. The dark side is obviously his selfishness and indulgence. The Rogue leaves many casualties in his wake.

Taboos: The Rogue must never place the wellbeing of others above himself. The Rogue also never commits himself seriously to anything - devotion to a single country or women is below him.

Symbols: The Rogue has few symbols, being a true individualist. Style is always a trademark of the Rogue - no matter what he's wearing, he always looks good. Rapiers, pistols, and other courtly weapons are his traditional totems. He is represented in various card decks as either the Knave or the Jack.

Suspected Avatars in History: The first Rogue is sometimes thought to have been the Athenian general Alcibiades, who switched sides at least four times during the Peloponnesian War, charmed cronies, philosophers, soldiers, and the Athenian crowd, and seduced the king of Sparta's wife. A common figure in literature - especially that of the 18th century - historical examples of the Rogue include Byron and the original Don Juan.

Some also suspect the Victorian general Harry Flashman to have been an avatar of this figure, although his heroic military record and known devotion to his faithful wife Elspeth might seem to clash with this. Politically inclined occultists have their suspicions about Bill Clinton and the Tory minister Alan Clark. Female Rogues are uncommon, as societies have generally given men more opportunities for self-indulgence, but are becoming more common. Moll Flanders serves as an inspiring example for many of them.

Channels:

1-50%: Rogues are noted for their charm, grace, and ability to lie their way out of trouble. People are naturally inclined to believe the Rogue, and he may add 20 points to any successful roll in Charm, Lie, or similar social skills, provided he rolls under his Avatar: Rogue.

51-70%: Rogues often get themselves into trouble, but normally end up landing on their feet. When in serious danger, you may make an Avatar: Rogue roll to ensure some fortunate coincidence that places a convenient escape in your way. The better the roll, the more you stand to gain. This escape often takes the form of a convienently charmable individual, who, with luck, you will be able to persuade to release you from your current predicament.

The downside to this channel is that if you fail your roll an escape presents itself that will actually get you into worse trouble than you're already in. Obviously, the GM makes the roll. These failures get nastier the more frequently the channel is used.

Example: John Paget, an avatar of the Rogue, is tied to a table awaiting the painfully tender questioning of the Cult of the Naked Goddess, whose ritual recreating the second scene of "Bridal Whorehouse" he recently ruined by conning his way in to pursue a fancy he'd taken to Daphne Lee, then failing to remember his lines and taking things naturally. He looks pleadingly at the GM, who sighs and rolls his Avatar skill of 63%. Rolling a moderate 24, he decides that one of the extras guarding him has taken a shine to John, and if he can successfully charm her while tied to the table, he might stand a chance of getting out of here. Fortunately, Charm is John's obsession skill, and he's soon free as a bird.

Later on, John finds himself trapped in a warehouse by the New Inquisition. He uses the channel again, and the GM rolls an 87. Smiling, the GM announces that a new force seems to have entered the fray, and be driving off the NI. Unfortunately for John, it's the Cult of the Naked Goddess, and they're looking for him ...

71-90%: The Rogue is occasionally hit, but rarely seriously injured. Any attack roll that is less than the Rogue's Avatar skill merely scrapes him, doing damage equal to the tens digit on the dice. This only applies to the first blow the Rogue takes in any combat - after that, he should be trying to get out of there, if he's got any sense.

91+: People become increasingly unwilling to believe anything really bad about the Rogue. Provided he can make an Avatar: Rogue roll that beats their Detect Lies, Aura Sight, or similar skill roll, and come up with a story, no matter how implausible, they're willing to excuse even the worst crimes.

Example: Daoud Mabsut finds Lisa Applebaum, an Avatar of the Rogue, bent over the unconscious form of Angela Forsythe, a dagger in her hand. The previous power fortunately reduces his first deadly blow to a mere cut, and Lisa rapidly explains that she found Angela like this, and the "enchanted dagger was merely being used in a protection ritual. Really." A lucky 66 on her Avatar roll beats Daoud's 23 on Lie, and he begins helping her "perform the ritual."